------------------------------------------------------------------------------- JAK II A Full FAQ/Walkthrough, ver 1.3; March 13, 2005 ------------------------------------------------------------------------------- For the Sony PlayStation 2 By American Arsenal (c) 2003-2005 Chris Noonan. All rights reserved. =============================================================================== TABLE OF CONTENTS =============================================================================== I. Introduction II. The Story a. Story b. Characters III. Game Basics a. Controls b. The Basics IV. Walkthrough a. Escaping the Baron b. The Underground c. Working for Krew d. A Way into the Baron's Palace e. The Shadow Reveals Himself f. Becoming the Race Champion g. The Final Showdown V. Secrets a. Dark Jak Powers b. Precursor Orb Rewards VI. FAQ VII. Revision History VIII. Legal Disclaimer IX. Closing WHAT'S NEW? Added in several new reader tips. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= I ------------------------------------------------------ INTRODUCTION =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Hey y'all, how's it going? Welcome to another crappy AmArse FAQ/Walkthrough, this one for Naughty Dog's latest and greatest platformer: Jak II. The first Jak and Daxter was one of the better 3D platformers I've ever played, and Jak II is even better. Since it's such a good game (and I needed something to write for), I've decided to cover this quality title. Jak II is a real departure from the formula that was set up in the first Jak and Daxter game. Instead of focusing on collecting, Jak II tosses the player into a wide-open Grand Theft Auto-esque city, lets Jak grow out a green goatee, and lets him steal cars and let loose on the city with his very own gun. Despite the GTA-style gameplay twists, though, this game is still a platformer at heart, filled with treacherous jumps and such. Overall, this is one terrific game that I recommend to fans of all genres. - American Arsenal americanarsenal4 (at) gmail (dot) com =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= II -------------------------------------------------------- THE STORY =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= The part of the guide that tells you what this game is all about. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Story =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Major props to Jak II's shiny instruction manual for this little snippet providing a basic backdrop to the story so far! "At the end of their last adventure, Jak and Daxter saved the world from the clutches of the evil Gol and Maia. Discovering a large and mysterious Precursor Rift Gate at the Dark Eco Silo where the epic battle took place, Jak, Daxter, Samos the Sage, and his daughter Keira have been busy reassembling the Gate back at Samos' Hut in Sandover Village. Their actions unknowingly set off a chain of events that will shape their destinies. The Rift Gate is opened, catapulting the group into a gritty, dangerous metropolis called Haven City. Separated from one another, Jak is thrown in prison and forced to endure two torturous years of Dark Eco experiments at the hands of Baron Praxis, the ruler of Haven City." Meanwhile, Daxter has spent the last two years trying to free Jak from the bowels of the Baron's Prison Fortress. When he finally finds Jak, Daxter discovers that his friend has been changed forever. Upon their escape, the two become embroiled in a quest for revenge against the Baron, to find a way to get back home, and ultimately, to fulfill a prophecy that will reveal the true heir to the throne of Haven City... A new chapter begins." =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. Characters =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Jak --- After arriving in Haven City, Jak was captured by the Krimzon Guard and became the subject of many Dark Eco experiments. As a result of this, Jak has gained the ability to transform into a more powerful being - "Dark Jak". Hmm...Where's the creativity in names anymore, eh? Anyway, Jak's also much more angry this time around, and he's sworn revenge against Baron Praxis. Yeah, that's right, he actually talks this time around! Daxter ------ The little orange dude from the first game is back, and still in weasel form! After two years of searching Haven City, Dax finally finds Jak and helps him escape at the start of this game. Aside from providing most of the comic relief, Dax also gets a few chances to take the limelight for himself in Jak II; you actually get to play as him! Baron Praxis ------------ This is the big bad dude who's pulling all the strings in Haven City. He resides in his transcendent palace, protected heavily by the Krimzon Guard, his own personal police service that patrols the entire city. The Baron is the guy who's responsible for all of the Dark Eco experiments that have been performed on Jak. The Shadow ---------- This mysterious fellow is the leader of the Underground movement that is fighting against the Baron. Kor --- A wily old man who supports the Underground with all his heart. In addition to that, he helps to take care of a young boy who is very important to the storyline. Oh, and he's the guy who introduces you to the Underground, too. Torn ---- This nasty, face-tattooed ruffian is a high-ranking member of the Underground. He's the guy Kor introduces you to and will be your first boss, giving you quite a few different missions. Krew ---- Ever seen "The Phantom Menace"? Remember Watto? Make him a LOT fatter and you've got this creepy dude. He hangs out in a bar out by Haven City's port, where he floats around in his little hovering device, thinking creepy thoughts. Sig --- Sig is a tough, battle-hardened gunman who works under Krew. He's rather skilled when it comes to battling the Metal Heads that ravage the exterior of the city. Vin --- This neurotic guy is a sheer genius when it comes to nearly everything. When you need to get into the Baron's palace, this is the guy you need to talk to. Once you complete a certain mission, you can find him freaking out in a small room not too far from Krew's bar. Ashelin ------- In addition to having some ties with Baron Praxis, Ashelin is also a very competent soldier. It's hard to tell whether she's an ally or not, and I don't want to spill the beans for anyone, so I'll shut up. Keira ----- Remember the foxy daughter of Samos the Sage from the first J&D? Well, she's back, and more mechanically-skilled than ever! She'll show up not long into the game, though you may not realize it at first. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= III ----------------------------------------------------- GAME BASICS =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= The purpose of this section is to briefly go over the bare-bone basics that everyone should know about before playing Jak II. I'll discuss such simplistic topics as the game's controls, which many people are just too lazy to find out for themselves. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Controls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Start Button ~ Pause the game This also opens the main menu, where you can check your current mission and the missions you've already completed, as well as a plethora of other stuff. Left Analog Stick ~ Move Jak I'm sure you already know how this works. Tilt it all the way for a full sprint or just move it a little to get a careful stroll. Right Analog Stick ~ Camera control Simply enough, you can rotate and zoom and the camera using the right stick. If you get confused, you may want to try more simplistic game, like Pong. D-Pad ~ Select Morph-Gun form Given that you have each modification for your gun, each direction will whip out a different form. Up, Left, Down, and Right correspond with the Scatter, Vulcan, Blaster, and Peace Maker weapons respectively. X Button ~ Jump Not too difficult, right? Press it a second time whilst airborne to execute a double jump. Square Button ~ Punch Just like the move from the first game, this performs a lunging fist attack. A similar punching attack will be used when you're riding in the Titan Suit. When you're in the water, this will dive. Circle Button ~ Kick The spinning kick has returned from the first J&D. It still works just as effectively. Triangle ~ Hijack a vehicle If the zoomer is parked on the ground, you need only press Triangle once to hop in. If the vehicle is in the air, however, pressing it once will allow Jak to grab onto the back, while a second press is required to actually get in. R1 ~ Shoot Once you've obtained your Morph-Gun, this will whip it out (if it isn't already out) and shoot. R2 ~ Raise/lower zoomer altitude When you jack a zoomer, you can switch between a high and low altitude by pressing this button. Also, when you acquire this nifty device, you can pull it out and start riding with a single tap of R2. L1 ~ Roll This is a quick little evasive maneuver that is terrific for dodging enemy fire. L2 ~ Transform into Dark Jak After you've collected enough Dark Eco clusters, you can activate Jak's darkside using this button. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. The Basics =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ============== ADVANCED MOVES ============== X + X = Double jump X + Square = Dive attack X + Circle = Jumping spin attack X + X + Circle = Double jumping spin attack Square + X = Dashing uppercut Square + X + Square + Circle = Dashing uppercut spin combo L1 (tap) + X = Diving roll L1 (hold) + X = Super high jump ======== DARK JAK ======== Once you've collected enough Dark Eco, you gain the ability to transform into Dark Jak, Jak's powerful alter ego. In this form, Jak is more powerful and can execute an array of strong moves. However, you cannot use your gun in this form and it only lasts for a few seconds. Even so, this form is extremely useful for fending off a large group of enemies. ============= THE MORPH-GUN ============= Not far into the game, you'll receive your first gun: the Scatter Gun. As you progress further along, different characters will reward you with three new guns. Here are some nifty descriptions of each gun... Scatter Gun: This is a powerful shotgun-esque weapon. It's powerful and can nail several enemies at once with its spreading shots, but it has to be used from a short-range. Initially, it comes with a maximum of 50 rounds, but that can be increased to 100 rounds with the proper item. Blaster Weapon: This is my personal weapon of choice. It has a decent rate of fire and can hold 100-200 units of ammunition. Furthermore, it has a laser sight that allows you to aim much more precisely. Vulcan Fury: Ahh...Your classic machine gun. This bad boy comes fully-loaded with 100 rounds of ammo (which can be increased to 200 rounds). When you first start shooting, the bullets will fire pretty slowly but it'll soon quicken. This is the best weapon to take down a large group of foes. Peace Maker: This is easily the most powerful weapon in the game, but the downside is that it can only hold 10 shots. The first time you see this gun is in an early mission, but you'll finally get to use it yourself near the end. This thing fires blasts of electricity that covers a VERY wide range. ============= THE JET-BOARD ============= After you receive this nifty hoverboard from Keira, you can use it to ride around the city freely. It moves a good bit faster than Jak's normal run, although it can't keep up with a zoomer. You can whip this out by pressing R2 and can perform different tricks using R1 to spin or flip and L1 plus any direction to pull some sick Tony Hawk-esque grabs. You can also grind most flat surfaces by pressing either Square or Circle. ================= THE KRIMZON GUARD ================= Why do they spell it with a "K" and a "Z" instead of a "C" and an "S"? Becoz itz kooler. Duh. Anyway, these guys are Baron Praxis's personal police force. They roam the city and enforce the law. And just what is the law, you ask? As stated in Section 4:7 of the Haven City Code of Law: Citizens of Haven City are strictly prohibited from shooting firearms, running over fellow citizens with zoomers or Jet-Boards, and attacking them in any way, shape, or form. Okay, so I just made all that up, but that's the basic gist of it. They pretty much serve the same role as the cop from either PS2 Grand Theft Auto game. Leave them alone and they'll do the same. Mess with them and they'll call for an unlimited number of partners to return the favor. They'll also come running if you happen to bump into one of them on a vehicle or fire a gun in their vicinity. ============ COLLECTIBLES ============ Unlike the first J&D, where collecting was what the game was all about, Jak II doesn't require you to collect a thing (other than ammo). However, there are a few things that are beneficial to pick up. Such items include Dark Eco, which allows Jak to become Dark Jak, ammo, health packs, Precursor Orbs, which unlock certain secrets which can be seen in the main menu, and Metal Head Skull Gems, which pop up whenever you kill a Metal Head and can be used to earn new moves for Dark Jak. Cool beans! =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= IV ------------------------------------------------------ WALKTHROUGH =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Escaping the Baron =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= == ESCAPE FROM FORTRESS ======================= There are no guards around this initial area, so take this time to get a basic feel for the controls, as well as Jak's various moves. Once you've had enough, look around for the stairs to the right of Jak's bed and head on up them. There's a small passageway in the wall, but you can ignore it for now; you can find a Precursor Orb floating happily on the far side of the ledge. After retrieving that, you can head into that passageway from before. Take the only path there is to the right and Daxter will remind you how to roll; just press L1. Easy enough, right? Make your way through the door at the end of the corridor and an alarm will go off, notifying the entire fortress that you're trying to get away. No biggie; there won't be any enemies yet. You can find another Precursor Orb sitting atop a shelf adjacent to the door you used to enter this room. Grab it, then turn around and use the boxes on the opposite side of the door to climb up to a higher ledge, where Dax will divulge the importance of the double jump. Find your way through the next door and smash the two crates lying on the floor by the wall. One contains an energy-replenishing health pack whilst the other holds a few clusters of Dark Eco, the stuff that will allow Jak to unleash his dark powers. There should be a series of platforms suspended by yellow cranes in front of you. Use them to get to the ledge on the left side of the room. Utilizing the super jump that Dax will explain to you, hop up to the next ledge and witness your first enemy: a lowly Krimzon Guard soldier. Two blows from either of your melee attacks will do the trick quite nicely. Continue onwards and use the platform that is slowly moving from side to side to reach the next ledge, where another KG soldier awaits (along with some more crates containing another health pack and more Dark Eco). From here, the next ledge is much too high up to reach with any form of a jump. Fortunately for us, there's a metal pole protruding from the wall which we can use to launch ourselves to the high platform. Just jump towards it and Jak will automatically grab on. Press X as Jak swings around and you'll execute the jump perfectly. Make your way over to the moving platform and use that to get to the area on the opposite side of the wall. Along with two Dark Eco-carrying crates, two more Krimzon Guards are ready to rumble with you. Again, two hits and they'll go down for good. Continue moving forward and use Jak's rolling jump to cross the two treacherous chasms ahead. In the next room, guards will fire at you from below. Since you've absolutely no way to fight back, just run by. I don't think you can take any damage, though I'm not completely positive. Anyway, the area ahead is only a dead end. Hmm... Where to go? See the metal floor plate on the ground? Bust through it using the diving attack that Dax will tell you about. Down here, you can just follow the path, crossing another chasm into a small chamber watched by some wussy soldiers. You know what to do. Once they're out of the way, break through another floor plate and Jak will ride the steep vent down into an open room with some shallow water. Other than two more health packs concealed in some crates, there isn't anything water level, so use the boxes piled atop each other near the water to get up to another ledge (there are also some boxes at the far end of the room which lead to a Precursor Orb). There's another box up on this ledge, which leads to a window. Jump out and you're home free! == TALK TO KOR ================================ So you're safe from the Baron's wrath... For now, at least. What's next? Head to the right of where you jumped out and an old man accompanied by a young boy will talk to you. Still pissed off, Jak will demand to know where he is. Before the old man, whose name is Kor, can tell you anything interesting, though, the Krimzon Guard shows up and decides to arrest everyone in the sector. That's not cool, and Jak agrees, so we need to do something about it. == PROTECT KOR AND KID ======================== So as legions of swarming soldiers armed to the teeth surround our buddies Jak and Daxter, we're thrown back into control and are expected to take 'em all out! Not to worry, though, because Jak's darkside will get the best of him and you'll get to use Dark Jak! NO ONE, especially not the weak Krimzon Guards, can compare to the almighty strength of DJ (that's Dark Jak), so you can easily tear through them using random combinations of the Square and Circle buttons. A smashing good time, wouldn't you say old chap? After you've done enough damage, a cutscene will take over and Kor will tell you to go meet with a guy named Torn who lives in the Slums. It seems he's part of some Underground faction fighting against the Baron. Hmm... Well, as long as he's against the Baron he's straight with me. Let's go find him! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. The Underground =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= == TALK TO TORN =============================== If you've ever played either PS2 Grand Theft Auto game (which I'm sure you have), then finding your way around should be a snap. It works exactly the same as GTA. If you haven't indulged in GTA, here's the basic gist of things: the map in the bottom-right corner of the screen is your best friend. As you progress through the game, different icons will appear, telling you where to go next. Got it? Good. For now, I'd recommend taking some time to explore the city and get a feel for things. When you're ready, jack some fool's zoomer and head for the sword icon on your map. When you arrive, you'll find some scantily-clad chick and a rough looking dude who turns out to be Torn. Jak asks to see the Shadow, the leader of the Underground, but it's no go for now. Torn seems pleased that you want to join the movement, though. Of course, raspy-voiced, face-tattooed cretins like Torn don't let things fall into place that easily, so he assigns you a job. You have to find your way to the Ruined Tower and bring back the Baron's banner. Meh, how hard can it be? == RETRIEVE BANNER FROM DEAD TOWN ============= Grab yourself a zoomer and ride up to the icon displayed on your map. Don't care for all the icon-following? This may not be the game for you, then. Anyway, when you arrive you'll find a set of gates that open automatically as you approach them. Mainly, you'll see these gates when you're leaving the city. This area is called Dead Town, and for good reason. The place is in shambles, crumbling city ruins sprawled across a disgusting marsh. Eww... Oh, and stay out of the brown muck, as it hurts. From the entrance, you'll want to make your way forward, taking down the lizard that will try to thwart your banner-stealing plans. Hop across to the next island and take out a couple more lizard buddies. No problem, they go down in a single blow. Cross the wooden boxes floating in the poisonous mud and you'll be confronted by a brownish lizard with a nasty tongue. These guys are a bit tougher than your average Joes. In fact, they can take TWO whole hits before going down. In any event, traverse the cracked stone bridge ahead and do battle with two more brown lizards. Then, use the stone steps to climb up onto a narrow ledge, where you should go to the left. From here, you should be able to see a pillar of yellow light if you look up. That's your destination. Continue along the stone path, taking out lizards and breaking open crates as needed. After you take out the five or so baddies awaiting at the end of the path, leap up the steps, cross the narrow, bridge, and hop up another set of stairs. Be wary, though, because the ledge after the first crevice is unstable and will break as you cross it. Keep moving along, using the pole sticking out of the tower to reach the far ledge. As you continue winding around the exterior of the tower, the next group of steps/ledges will crumble as you move past them. Eventually, you should wind up on the inside of the tower. Hop on up a few steps and you'll find the Baron's banner waiting for you! Congrats on a job well done, now get on back to Torn's place! When you return, Torn wastes no time getting you to work on something else. It seems the Baron has turned off all of the water in the Slums, so you need to make your way to the Pumping Station and turn it back on. == FIND PUMPING STATION VALVE ================= As always, find yourself a nice zoomer and get to the icon on the map. As you arrive, there will be some Dark Eco-containing boxes to your left. Bust them open and move forwards to encounter your first Metal Head! These guys come in many different shapes and sizes, but for now you just get to fight this one kind. They only take two hits, so taking out all three down in this area shouldn't be too difficult. Once you've taken care of the Metal Heads, hop onto one of the two pistons pumping up and down and ride them to the top. You'll find two of those little froggies from Dead Town up here, but they're no match for you. Your path to the left is obstructed by some sort of canister, so jump over to the ledge on the right. Cross the hollow metal cylinder and leap up to the platform at the end. Three foes, two big froggies and one little guy, are waiting to ambush you, but you've dealt with them before. Move onwards to the rotating metal cylinder. It moves every couple of seconds, but with a well-timed jump you can easily avoid being thrown off. Get up to the next ledge and take down the Metal Head. The next metal cylinder isn't moving, rather it has a beam of energy sweeping across it. Just hop over to elude any damage. At the end, you'll find several little froggies hanging around with a Metal Head. As per usual, though, taking them down is a snap. Collect whatever they drop as well as the contents of the two red boxes and use the two pistons to reach the high ledge to your right. Hop over a small pit and confront the Metal Head and two big froggies. Once they're out of the way, you have another metal cylinder to cross. What's the catch this time? There are now TWO beams of electricity moving back and forth. Don't worry, though, you can easily dodge the bullet here by leaping over both at the same time using the double jump + spin move. Simple enough, right? A few more froggies await ahead, and even more (accompanied by some Metal Heads) are down on the next ledge. Get past the metal platforms, taking down the enemies as you go, and cross yet another metal cylinder. This one rotates like one of the ones further back. Easy stuff. You'll find some more easy enemies on the upcoming series of platforms. You already know how to dispose of them. Head on up the metal ramp, destroy the two Metal Heads that will attack, and race towards the water pump. Mission complete! Return to Torn's hideout. Back at the Underground hideout, Torn says you might not ever get to meet the Shadow. For now, though, he wants you to go blow up some an ammo dump inside the fortress. == BLOW UP AMMO AT FORTRESS =================== You should know the drill by now; find your way over to the icon on the map. Upon your arrival you'll see a nasty looking tank. No need to worry about it, though... For now, at least. Bust open any crates laying around and grab the stuff that pops out, then head through the door to the left of where you came in. Remember that tank you saw a second ago? Well now it's decided to start pursuing you! That's not cool! Fortunately, you can see its targeting reticle, so you can dash out of its firing range by rolling repeatedly. Avoiding the tank's fire, hop onto the platform to the left, then slowly proceed to the right, stopping to evade any gunfire. Once the tank breaks through a semi see-through wall, you'll have to dodge fire from the sentry guns posted aside the path that you are forced to take. The best way to do this is to continue rolling like there's no tomorrow, making sure that you stay out of the tank's red target sight. Jak's roll-jump is also a terrific way to get past here while taking minimal damage. Turn left at the end of the catwalk and you'll find your path barred by a wall. Hmm... See the tall box by the far wall? Climb up onto it and use the metal pole above it to swing up to a high catwalk. The tank will smash through the wall, but luckily you're safe from it for now. Grab the health and Dark Eco from the crates ahead and use to rotating square platforms to reach the clear tubes in the middle. What do you do with them, you ask? Why, you smash them, of course! Busting up both tubes will cause the force field blocking your path forward to deactivate. Hop over to your newly-opened door and snatch the health from the crates. You can also listen to the conversations of the Krimzon Guards ahead of you... Kind of interesting, eh? Maybe not. Meh. When you're ready, use the moving platforms to reach the two Krimzon Guards at the end of the hall. Slap them silly before they can do anything in return, then head through the gate they were blocking. Make use of the moving platforms to access the far end of the hall, where two more KGs await. You have no time to rejoice over beating them down, though, because there are even MORE waiting on the other side of the hall. Back and forth, eh? Anyway, once this area is cleared you should head forward and leap over the spiked area. Take out the KGs, then clear another set of spikes and get ready to fight some more! With any luck, you won't have taken any damage here, but it's nothing to worry about if you did. See the metal grate on the floor? You know what to do. Step onto the conveyor belt and ride across to one of the moving platforms. Jump to the ledge directly ahead and make your way into a very red room. Hop onto another conveyor belt and the doors ahead will open, initiating a cut- scene. After finding a nifty security pass-type thing, J&D will notice something very odd. I'm in a pretty good mood right now, though, so I won't spoil it for you. Before our dynamic duo can figure out the ulterior motives of what happened, that friendly tank from before will show up again. Crap. Dodge his fire the way you did before, and hide behind the various canisters that surround the big "tower" type thing in the middle. The tank will shoot them instead of you, and the ammo will detonate. Since our buddies are still in there, we have to get them out! You have 10 seconds to bolt for the newly-opened door. Making it shouldn't be tough. Return to Torn's bungalow and he'll ask you to deliver some eco to a supplier of the Underground; a guy named Krew. He hangs around in the Hip Hog Heaven Saloon, which is down in South Town. == MAKE DELIVERY TO HIP HOG SALOON ============ The zoomer outside is the only vehicle you can use during this mission, as it has Krew's delivery attached to it. Your machine's energy is displayed at the top of the screen. Start out for the icon displayed on your map, taking it nice and slow so you don't mess up your sweet ride. Unfortunately, once you get to a certain point, it's inevitable that the Krimzon Guard will get pissed off, no matter how good of a Samaritan you were being. At this point, you want to put the pedal to the metal and take off like there's some sort of rabid weasel-monkey thing chasing behind you. Meh, so I couldn't come up with any halfway decent phrases. My bad. I recommend flying in the lower altitude, so you don't have to worry about any other zoomers nailing you. Also, since the KG is already pissed off, it doesn't matter if you run over any innocent bystanders, so just concentrate on getting to Krew's saloon. Near the end of the "red" area (you'll know what I mean; it's the place full of red lights and such) there will be a KG blockade. How might one get past it? Get fly right under it. No problem. Once you get past that, you're home free; just a few more turns and you are there! Nice work! When you get there, Krew will divulge upon the usefulness of eco ore. Hmm... Is that nasty-looking mole grossing out anyone else? Anyway, Krew's hired gun, a tough-looking dude named Sig, will hand over your very first gun: the Scatter Gun. Sweet! He'll tell you to go try it out at the Gun Course. If you do well, he might even hire you for a job! == BEAT SCATTER GUN COURSE ==================== The course isn't too far from Krew's saloon. Nonetheless, stealing cars from innocent civilians is always fun, so jack a zoomer and ride on over to the course. When you arrive, Sig will tell you a bit about the Scatter Gun. He'll also give you a short tutorial on how to use this baby. Pretty standard stuff, really. Once he's done lecturing, you get to try this bad boy out! Beating the basic course is pretty easy; you only need to amass 3000 points. Getting a high score, on the other hand, can be reasonably difficult. Just shoot the enemy targets as soon as they pop out and hold your fire on the people targets, as hitting them subtracts points from your total. There is also some extra ammo in the middle of the course, so you needn't worry about running out. Given you complete this mission, you'll be able to work for Krew. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= c. Working for Krew =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= == TALK TO KREW =============================== First things first, after beating the Gun Course you should return to Krew's saloon (or you could run around and wreak havoc on the city with your new gun, like me). In any event, Krew will suggest that you become a Wastelander, as he seems quite happy with your fine shooting. It seems the fatman wants some new trophies, so he sends you and Sig out to the Pumping Station to find some. == PROTECT SIG AT PUMPING STATION ============= You've already been out to the Pumping Station, so you should know the way around somewhat well, right? No? That's cool, Sig will lead the way. Get there and he'll tell you what's going on: you're going to be his backup as he takes out five big Metal Heads. Pretty much, it's your job to make sure he doesn't die, so you need to hold all enemies away from him. The first area is filled with several big brown froggy/lizard dudes and a couple Metal Heads. Sig will head for the guys to the right and start blasting. He can take care of himself, so you should target the foes to your left. As you did the first time you were here, use the twin pistons to reach the next level, then take out the two small green lizards (don't waste any ammo on them, just kick them). Since that large energy canister is still blocking the way, Sig has to toast it with his heavy-duty Peace Maker. Stand behind so as not to take any unnecessary damage. Head forward and Sig will duck behind a large metal box. He wants YOU to take care of the two Metal Heads lurking just ahead. No biggie; a few shots will do the trick. Continue onward and a group of brown lizards will bombard the two of you. Sig tells you to drop the bridge, so jump atop the raised platform and it will automatically start to lower itself. Just ahead, your partner will spot his first target. It's time for you to shine: lizards will appear from two different spots in front of Sig. He's pretty much defenseless as he charges up his blaster, so you have to fend off any foes. This first one is an easy job and you'll probably be able to shoot each enemy before they even touch the ground. After a few seconds of charging, Sig will fire his weapon and take down the first big boy. Time to move on! Head down the ramp behind you and get ready to confront an array of Metal Heads and lizards. Thanks to your Scatter Gun's wide range of fire, though, taking them all down should be pretty simple. Up ahead is the next big boy Metal Head. Watch Sig's six and take out any lizards that appear from the water. After your boy obliterates the Metal Head, head on up the metal steps and onto the next platform. Sig will fend off the enemies in this area, so it's up to you to drop the bridge ahead. Cross the bridge and you'll spot a third big boy. Same thing as before, only now the foes will appear from two different sides, so you'll have to turn around often. No big deal. Follow Sig to the next area, crossing the platforms quickly. A band of enemies await up ahead, but they aren't too tough. Take them out and Sig will start to charge up his Peace Maker to take out another big boy. Several enemies will appear at a time, but they all come from the same area, so warding them off isn't difficult. Cross over to the next area and get ready for the most difficult section of this mission: a horde of Metal Heads will show up and Sig's gun will malfunction. Just circle around him firing off your gun and you should be able to take them out. Keep in mind that if he gets hit, it'll take him longer to fix his gun. Before long, Sig will get his gun up and running again and you'll be able to move on. Just ahead is the final big boy. As always, lizards will surface from the water. The trouble is that this time, they come from three different directions, so you'll need to nail one with a shot to knock him back, then move onto the next. Rinse and repeat and you should be good. After the last bugger goes down, you're free to return to Krew's place. Eager to put you back to work, Krew sends you down into the Sewers (ewww) to shoot down the Baron's Sentry Guns. Hmm... Doesn't sound worth it, until he promises a gun upgrade as a reward. You'll also learn some nifty new stuff about the storyline, but I don't feel like spoiling it for you. == DESTRORY TURRETS IN SEWERS ================= Find the sewers and use the elevator you find inside to go down. As soon as you enter, you'll see a few lizards, not to mention some ammo crates. Blast your way through them and hit the switch on the ground to illuminate the dark area ahead. Make a right turn and you'll see your first turret. It's blasting away like there's no tomorrow, so you need to take it down fast. How might one get in firing range? Simply roll towards it at an angle, so that you approach it but it can't hit you. One shot will smash it to pieces. Use the platforms ahead to cross the enemy-infested waters. Use the narrow ledge at the end of the passage to leap over to the left, where a Metal Head will tear at the chain fence. Fortunately, it can't break through, so you can either give it some hot lead surgery or just point and laugh. Up to you. Use the next three platforms to cross the water again and blast your way through the horde of lizards, big and small. After collecting the prizes (health and ammo) from the crates, continue onwards and hit the next floor switch. Doing so will light up the chamber ahead, which is filled with three Metal Heads. You know what to do. Move onwards, killing to two lizards that lurk in the next corridor. You'll find the second turret in the next chamber. Getting to it can be some tricky business, though. The best way I've found is to double jump over its shots. Like before, a single shot will destroy it. Turn around and head through the dimly-lit passage behind you. The catwalk is tremulous, though, and will break as you step on it, so you'll be dropped into the area below. The crates behind you contain a ton of Dark Eco, which will prove VERY useful in the upcoming battle. Head forward and you'll see a bevy of yellow lights glowing in the dark. Hit the floor and switch and get ready to take on a mass of Metal Heads. If you can, change into Dark Jak and let them have it. Otherwise, just keep your distance and fire without relent. Grab whatever they leave behind and climb up the ledges on the left wall. A few small lizards will run towards you, but they're nothing to worry about. Blast them and continue onwards. There will be a series of platforms leading up to the third sentry turret. Double jump your way over to it and dispose of it. There's some health and ammo en route to the next corridor that will probably be useful. Don't miss it. Hit another floor switch just ahead and follow the hallway. Take the left path and double jump your way over to the final turret. Shoot it once and your mission is complete! Return to the Hip Hog Saloon to claim your prize... the Blaster Weapon. As Krew will tell you, it's stashed in the port. Go to the icon and it's all yours. After explaining a bit about the Blaster, Sig will tell you to display your skills on the gun course. == BEAT BLASTER GUN COURSE ==================== This one isn't much more difficult than the last one -- just fire as quick as you can and avoid shooting the orange targets. Once you complete that, you've got a choice to make: you can either return to Krew or go get a job from Torn. Go with Krew, because he's closer (and he's also who I decided to write for next). Krew has a client who needs a fast racer for her team. Get to her garage in less than 3 minutes and you've got yourself a job! == BEAT TIME TO RACE GARAGE =================== * NOTE - Despite what I may have said above, if you do a few more missions for Torn now, you can get a pass that will enable you to take a much faster shortcut. So don't do this mission until you get the pass from Ashelin during one of Torn's mission. Your three minutes will begin as soon as you hop onto the zoomer waiting for you outside. Since you're inevitably going to piss off the Krimzon Guard during the mission, you may as well get it over with, right? Fly low and don't worry about running over anyone - it will save huge time, since you'll be crashing into other zoomers all the time in the high flying zone. Other than that, there isn't much advice to give; just make sure your zoomer is in working condition (grab a new one if it starts to smoke) and head for the wrench icon as fast as humanly possible. When you arrive, Krew's client will tell you that she's not interested in any new drivers at the moment. She does mention that she might be willing to hire you if you can beat the Stadium Challenge using her Jet-Board. == WIN JET-BOARD STADIUM CHALLENGE ============ Head for the icon on the other side of the stadium. Head down the ramp to you left and you'll see the Jet-Board anxiously waiting for you. After the little tutorial, you get to enter the stadium and go for the gold. You only need 15,000 points to win this, so just mix things up with a variety of different moves. Combining spins with other tricks tend to fetch some big points, so go for those! Getting the 15K points necessary should be pretty easy. When time expires, you'll be asked to return to the garage, so do just that. Unfortunately, you have to leave the Jet-Board behind... For now. Return to the garage and the racer agrees to help you into the Baron's Palace if you stop bothering her. Whatever... Go back to Krew's saloon for now. Back at the saloon, Daxter will hit on the waitress and get drunk while Krew asks you to collect some money drop offs for him. Simple enough, right? == COLLECT MONEY FOR KREW ===================== Okay, so you have to grab all 14 within the time limit without missing a single one. How hard can it be? For one thing, it's impossible not to get the Krimzon Guard after you, so they make things a bit more difficult. Beside that, the mission isn't too difficult. It may take a few tries, though... Once you've got all the money, bring it back to Krew and he'll give you a gun upgrade that will increase the rate of fire for your Scatter Gun. Nice! That's the last mission you can get from Krew for now, so head on over to the Underground hideout and have a nice chat with Torn. It seems you have to save one of the Underground's informants, some guy named Vin, from a Metal Head raid at the mines. == RESCUE VIN AT STRIP MINE =================== Find yourself a zoomer and make your way to the lightning bolt icon on your map. Use the teleporter in the back of this small room. From the moment you arrive at the mine you'll be attacked by Metal Heads. Make good use of your Blaster Weapon and take them all out. Blast your way to the back-left part of the mine and you'll find a conveyor belt (or is it an escalator?) that you should ride up. Take down the Metal Heads up on the next platform, then hop onto one of the large stone blocks that the crane is carrying across the chasm below. Beware of the "wasp" Metal Heads that will attack you as you cross. Hop off on the other side and shoot down a few more Metal Heads. Collect whatever they might drop and approach the small metal door. Inside you'll find Vin, but he'll start shooting at you like crazy. The three use the teleporter nearby to return. Finally safe from the Metal Heads, Vin will ask you to go dispose of the Metal Head eggs at the Drill Platform. With no other recourse, Jak heads through the teleporter. == DESTROY EGGS AT DRILL PLATFORM ============= Head forward and take down all of the spinning Metal Heads that attack. Hop down to the next level and do the same, then take the elevator up and jump into the turret on the right. By simply holding R1, you can unleash a furious hail of bullets. Use this to take out all of the Metal Head eggs (those weird groups of yellow circles on the walls) in this area - there are five groups to take out here. You also have to watch out for any airborne foes that will attack. Once all of the eggs have been destroyed, a hole will be created on a platform below the turret. Hop out and jump over there. Wait for the Metal Head inside to lower his shield, then pelt him with some shots. Move into the next area and you'll be surrounded by spinning Metal Heads. It only takes one shot to kill each one, but there are quite a few. Once you've taken care of everything, climb up onto the stack of barrels to the left of where you came in. From there, hop onto the metal grated ledge above and wait for the flames ahead to die down, then quickly cross. Grab the ammo from inside the crates and leap over to the ledge across from here. Again, wait until the flames die before quickly crossing. When there seems to be nowhere else to go, hit the flashing red switch on the wall to raise a platform that can be used to reach the ledge above you. Head down the conveyor belt and shoot down the spinning Metal Heads that will show up. From here, I recommend trying to pick off some of the spinning foes on the high ledge straight ahead. If not, they'll group up by the edge and you won't be able to get on. So blast some of them, then hit the pulsating switch and cross the newly-raised platform to the top. Drop down to the lower ledge and, after claiming the contents of the crates, cross the narrow catwalk ahead, avoiding the laser beams being shot at you. On the other side, shoot down the spinning enemies and ride the elevator up to the next level, where you'll find some ammo, spinning Metal Heads, and another turret. Hop into the turret and start firing - there are a total of 44 eggs this time. After all the eggs and foes have been disposed of, you can ride the elevator down to the bottom level. Here you'll be confronted by a horde of spinning foes, so use your Scatter Gun to get rid of them. Continuing onwards, you should hop up the barrels ahead and take out the enemy waiting for you after he lowers his energy shield. Head through the door and collect the ammo and health to your left. Then, use the platforms on the other side. There are some poles protruding from the walls hat you'll need to use to reach the farther apart platforms. When you get to the other side, still more spinning heads will appear. Shoot them, then use the elevator ahead to reach another turret. Time for some more egg-blasting! 49 eggs this time. Don't miss a one. Once all of the eggs are gone, your mission is over! With that done, you can back and go see what Torn has in store for you. Get back to the Underground hideout and Torn will send you out to the Pumping Station to meet up with an old comrade of his. == FIND PUMPING STATION PATROL ================ As soon as you get to the Pumping Station, there will be a huge Metal Head sitting there. Fire a few rounds into it before it can attack you and it'll go down easy. Hop onto one of the twin pistons moving up and down to reach the above ledge, then turn off to the right. Hop over to the metal cylinder and use that to jump up to the ledge above. Blast through the two Metal Heads up here, then hop onto the rotating cylinder and cross over to the next platform. Cross the next cylinder, as well, jumping over the electric beam that courses through it. Shoot down the Metal Head to the left, then use one of the pistons to ride up to the ledge on the right. Follow the only path that there is and you'll eventually come to a place with three pumping pistons. Hop onto one of them and jump onto the higher ledge above, where a ton of ammunition is ripe for the taking. Grab as much as you deem necessary, then cross over to the higher platform just ahead and let loose on the Metal Heads up here. After you take down all of the enemies, the girl Torn sent you to find will show up. Before you get a chance to talk, though, a mini-army of Metal Heads will show up. Since your Scatter Gun doesn't provide the range you'll be needing here, you should use your Blaster. Don't bother watching the girl's six - she can handle herself. Instead, you should just worry about yourself. If you have the opportunity, Dark Jak works pretty well here. After the battle, Dax will try to get himself some digits, but to no avail. The girl, whose name is Ashelin, will tell you about a blind old oracle in the bazaar named Onin. It seems she might be able to help you out. If you want, you can also go talk to Vin, but I'm going to do Onin's mission first. Find Onin's tent in the bazaar and you'll be greeted by a bird named Pecker (that's right, the bird's name is PECKER!). Since Onin can't speak English (or whatever language you have the voiceovers set to), Pecker (Hahaha) has to translate for her. Anyway, the old bag wants you to retrieve three artifacts from the Mountain Temple. == FIND SHARD IN MOUNTAIN TEMPLE ============== After using the Warp Gate, grab the ammo from the crates and follow the path downwards. On your right will be a ledge that is too far away to reach and an upside down platform. Shoot the floating platform and it will turn rightside up, allowing you to cross. Ahead there is an elevator which you should take down. Shoot through the two Metal Heads in front of you and head forward (ignore the left path for now, we'll take it later). There a few a baby Metal Heads in the structure ahead, but they aren't anything to worry about. Take the exit to the right and blast a few enemies. As you start to climb up the path ahead, a ton of baby Metal Heads will cascade down from above. Shoot through them and slowly make your way to the top. Continue along the path and you'll find an enemy equipped with a shield waiting for you. Wait for him to lower his guard, then fire as quick as you can. Once he's out of the way, you can climb up the grassy ledges to the next area. Up ahead you should see a moving platform suspended over a pool of menacing Dark Eco. Avoiding that nasty stuff, cross the platforms carefully. Now, simply drop down the grassy steps to enter the next area. There is a massive pool of Dark Eco blocking your path forward. What to do? See those boxes floating around? You need to hit those boxes in order to cross the lake. Punch the box in the shown direction to create a bridge across the nasty Dark Eco. Each different shape represents a new box. : : <--- FINISH! : :: :: :: : : : < > < > < >< > < > < > { } { }{ }{ }{ } { } ( ) ( )( ) ( )( ) ( ) [ ] [ ][ ][ ][ ] [ ] <--- Start Simple enough, right? Anyway, climb up the grassy platforms, shoot the floating platform and cross it. Time for a mini-boss! This guy will chase you around, so keep rolling until he stops, then turn and fire your gun into his rough hide. Rinse and repeat and he'll go down in no time! Head into the structure on the right and the shard is free for the taking! == FIND GEAR IN MOUNTAIN TEMPLE =============== Return to the structure at the start of this area (the first building after you go down the elevator when you first enter this region) and shoot the three upside down platforms that can be seen from one of the "windows". Climb down the platforms and you get to fight another mini-boss. He's exactly the same as the guy you fought before getting the shard. Take him out and then hit the switch on the ground to create some new platforms, which you should use to climb up to the next ledge. Follow the path, taking out the Metal Heads that show up along the way. You'll come to a cliff that overlooks a series of ledges that are being flooded by an avalanche of rocks. Guess what? You have to climb up those ledges! There really isn't much I can say here to help you out - just avoid the rocks and slowly make your way to the summit. Once you've made it to the top, you'll find a few boxes (they contain ammo) as well as a path that leads onwards. Use the platforms to traverse the gorge, then continue following the path to find the gear, which Daxter will take with minimal trouble. ;) == FIND LENS IN MOUNTAIN TEMPLE =============== Remember that path to the left that we ignored at the start of this mission? Yes? Good. Return and head in that direction. Take out a shield-bearing Metal Head followed by a group of three babies. Cross the waterfall area and you'll get to fight that mini-boss again. Of course, it's still the same thing as before, so beating it shouldn't cause any trouble. Like before, hit the switch and use the new platform to reach the next series of grassy steps. On the ledge across from you is another shield-carrying dude, so take him out before trying to jump over there. Once he's been taken care of, though, you're free to head over past where he was. Cross the narrow path and it'll crumble away, leaving three moving platform suspended in the air. Use them to reach the next area, then shoot the subsequent platform and cross another crevice. Ahead is a moving platform that is simple enough to cross, so do so. A whole bunch of little baby Metal Heads will emerge from the water ahead, but taking them down is a simple task. Cross over the water and take out all of the Metal Heads on the path that leads forward. Once they're all gone, hit the switch in the grass and use the new platforms to reach the new ledge. Again, a group of little MH's will jump out from the water. Again, they're ridiculously easy to kill. Grab what they leave behind and enter the building ahead, where you'll find the third and final artifact: the lens. Good work! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5D - A Way into the Baron's Palace =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= At this point, there should only be one new mission available (Vin's mission), so head over there and check out what he's got planned for you. When you arrive, he'll agree to activate the elevator that leads to the Baron's Palace. In order for him to do this, though, you have to turn on five boxes around the city beforehand. So what's the catch? Each box is guarded by an automated turret cannon! That's not cool. == TURN ON 5 POWER SWITCHES =================== This mission really isn't anything to worry about. Jack a zoomer and use it close in on each turret whilst taking minimal damage, then blast it until it explodes. As long as you stay out of the turret's range of fire, taking down all five will be a snap! Another useful strategy is to get a zoomer up to a good speed, then lower yourself to the low altitude and drive straight towards a turret. Bail out just before you crash into it and it'll blow up, while you remain safe and sound. Cool beans! Once you've completed that mission, a new icon will appear on your map and you'll have a new mission. == RIDE ELEVATOR UP TO PALACE ================= First of all, you need to follow the icon and ride the elevator up to the Baron's Palace. Once that is done, you'll find yourself atop a platform overlooking the path into the palace. More than just a bit daunting, eh? No worries; it's much easier than it looks. Start of running down the steps in front of you, then cross the two gaps in the walkway while watching out for the rotating beams of energy. The ground ahead is quite dangerous, so you'll need to turn off to the left and use the lower platforms. Be wary, as the first will fall if you stand on it for more than a few seconds. Pass that by, then use the poles to swing across to the other side. Make your way back up to the top level, and then jump down below to the right. Hop over the small gaps and return to the higher level when the path ends. Watch out for the machinegun turret ahead, as it'll start firing as soon as you can see it. Jump over its shots and take it out with a shot of your own. Grab the health from the nearby crate before moving on. Crossing the area ahead can be sort of tricky. There are six blocks with multiple sides. Every other side is spiked, so you have to cross as quickly as possible. Just wait until the first block is safe, than each block after that will change to their safe side as you go. Ahead is a second gun turret. Again, you only need to carefully time your jumps to avoid taking any damage. Behind it are two crates with health packs inside. Make good use of them. Crossing the rounded part ahead is impossible, so you need to curve off to the path on the right. Be careful when making the third jump, because the platform will break off when you land on it and the rotating energy device means instant death. The walkway will curve underneath the cylinder above. Watch out for some more unstable platforms and use the pole to return to the main level. There is another spiked block ahead, but since there's only one, getting by is easy. Beware of the ground in front of you, though, because standing on it hurts. Use the path below you and to the right. Once you get back to the main walkway, there will be a pair of machineguns ahead. They will rotate around on a circle, so you only need to hop over the shower of bullets when it comes topside. Cautiously make your way past the guns, and then use the series of platforms on the right side of the palace to climb up to the roof. Cutscene time! After an intriguing cutscene that I'm too kind to spoil, you'll find yourself alone on the rooftop. Make your way down the ramps to the left of where you came onto the roof and you'll be engaged by the Baron himself. Time for your first boss battle! == DEFEAT BARON AT PALACE ===================== This battle is comprised of three different stages. The first stage is, of course, the easiest. You simply need to avoid the Baron's fire (just jump over it or roll out of harm's way) and pepper him with shots from your Blaster Weapon whenever you get the chance. After you deplete the first third of his health meter, he'll charge through the electricity gate. Grab the ammo from the corner and follow him. In his second stage, the Baron will begin to use some lock-on missiles. Red targeting reticles will appear wherever the missiles will hit, though, so just keep rolling away until he stops firing them off. Knock off two-third of his health and he'll head for the final section of this showdown. Pick up the ammo if you need it and pursue him. This is definitely the most difficult portion of this battle. Praxis will now send of myriad of fiery tornadoes spiraling around the battlefield. Just stay far away from these and they'll explode before they can get to you. He'll also use a ramming attack where he charges straight towards you. After dodging this is the best time to nail him with a shot. Fortunately, evading that is decently easy. There's some much-needed health in the far-left corner of the battlefield, so don't miss it. Once the last section of his health is gone, Baron Praxis will go running for mommy! Great job! Find your way out of the palace by the only way there is: via the elevator accessible from the top of the third area where you fought Praxis. Since there's nothing else to do at this point in time, go talk to Torn and see what he's got for you. Once you get back to the hideout, Torn will chew you out for pissing off the Baron. After he's finished with that, he'll tell you to shuttle some Underground members to new safe houses. Off to work we go! == SHUTTLE UNDERGROUND FIGHTERS =============== This mission can be somewhat difficult, if for no reason other than the Krimzon Guard's ever-watching patrol. Oh, and the time limit doesn't make things any easier! Anyway, you need to go to each of the four icons and carry the Underground member there to a new location. Simple enough, right? It's inevitable that the KG will get on your case, though, so you'll have to deal with that. The main problem with this mission is that your zoomer will most likely take on a lot of damage from KG fire. A simple solution? Switch zoomers after dropping off each member. Easy stuff, although it might still take you a few tries. Back at Torn's place, he'll send you out to Dead Town to stop Metal Head advances. It doesn't sound worth the trouble until he mentions that the Shadow might be willing to see you if you can do it. Before you head out, Torn will hand over your third gun mod: the Vulcan Fury. Nice! == PROTECT SITE IN DEAD TOWN ================== When you first arrive at Dead Town you'll be surrounded by a group of baby Metal Heads. This isn't a good place to try out your new Vulcan, though, as it takes a while to warm up. Use the Blaster instead. Proceed onto the island ahead and take down the Metal Head, then use the wooden structure to climb atop the crumbling wall, where you'll find two MH's and some ammo. Go to the end of the wall and hop onto the platform emerging from the muck. Shoot down the MH just ahead and make your way down onto the next island, where you'll have to do battle with two more MH's, one of which is of the deadly "sniper" variety. These guys keep their distance from you and start lobbing energy blobs at you. Not cool. Always take them out first. Cross the pontoons to reach the island on the right, where you'll get your first good chance to test out your shiny new Vulcan Barrel. Just hold down R1 and watch as this bad boy cuts right through anything that dares venture into your way! Sweet! Climb up onto the wall and take down any remaining Metal Heads. Once that's done, proceed forward and you'll come to an open section of the ruins where two pillars stand tall. Another prime place to use your Vulcan. Watch out for the sniper that'll chill over by the arched doorway and fire at you. After clearing this area out, head on through that doorway and blast your way through a few more MH's, including yet another sniper. Turn left, take out the sniper, and climb up the stone steps to come to another open portion of the ruins, which is, of course, filled with Metal Heads. Head through the gate at the far end of this area and make a right. Some baby MH's will try to bar your path, but they can't stand up against the likes of the mighty Blaster. At the end of the hall on the right are two, count 'em, TWO snipers. Fire a few shots at them before hiding behind the wall to avoid their shots. Rinse and repeat. Head down the hall you just cleared out and it'll be time for a cutscene. Lots of interesting story info that I won't spoil for you. Yeah, yeah, you can thank me later. Anyway, this mission's over, so head back to Torn's place. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5E - The Shadow Reveals Himself =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= All excited about finally getting to see the Shadow? Well, you should be! Again, I'm just too cool to spoil everything that happens, so I'll just cut to the chase and tell you what your next mission is. You need to go to Haven Forest and take out some Metal Head Scouts. == CATCH SCOUTS IN HAVEN FOREST =============== En route to the teleporter, that female mechanic you met during one of Krew's missions will call you up and tell you that you'll need her Jet-Board to catch the scouts. She left it by the teleporter, so J&D will automatically pick it up before warping to the forest. Use the platform highlighted by the pillar of yellow light to reach the forest. This mission is so easy, one might compare it to eating pie (mmm... pie). You just need to find all five scouts (they're all in very conspicuous locations) and chase them down until you catch them. Aside from what I just told you, there's very little walking-through to be done, so I'll just shut up and let you do this for yourself. Have fun! If you want, you can check the bazaar for a new mission before taking up the Shadow's next offer, but I'm going to write for the Shadow first. Your choice. Anyway, the Shadow tells you to escort that little kid over to Kor at the Power Station. == ESCORT KID TO POWER STATION ================ This mission is more annoying than it is difficult. What makes it so annoying? For one thing, the stupid little kid charges headlong into groups of pissed off Krimzon Guardsmen. The best way to complete his mission is to whip out your Scatter Gun and use it to keep any foes at bay. Don't worry about killing them; just ward them off, as the mission will end if they get too close to the kid. Just stay near the kid and fire your gun often - it works. The mission gets significantly easier when you reach the zoomer. Apparently, the kid only likes this zoomer; no other one will do, so you have to stick your neck way out to please him. Kids these days... Just head for the yellow icon on the map and fly low to avoid the other zoomers and you'll be fine. You'll have to dismount your vehicle not far from your destination, but since you're so close it isn't too difficult to fend off the KG. If there was any form of money in this game, I'd say this mission is easy money. After a conversation with Kor, you get to choose your next mission. You can either do the mission Kor tells you about, go help out Krew by destroying some cargo in the port, or check out the bazaar. Go with Kor's mission. == DESTROY EQUIPMENT AT DIG =================== When you arrive, you should head into the cave and ride the elevator down. Proceed forward and you should spot a few Krimzon Guards below you. Once they notice you, they’ll start shooting at you, as well as tossing some grenades your way. Keep your distance and pick them off with your Blaster Weapon. After you neutralize that threat, you can head down to where they were at and grab the ammo and health in the boxes. Head into the cavern to the left and you?ll encounter a few more KG’s, which you should take out from afar while avoiding the explosives they’ll lob at you. Cross over the bridge they were standing in front of and curve up to the right, where you?ll find a platform with some ammo. Collect as much as you need, then hop onto your Jet-Board and grind across the rail leading to the next platform. Head to the left, taking the KG’s as you go, and grind across another railing. Quickly dispose of the soldiers over here, and then grind the rail that has three ropes connected to it to cut them down. These ropes are the support cables that you need to destroy. Continue on down the conveyor belt on the other side and jump up onto the higher platform, rather than making your way down a second conveyor belt. Watch out for the Krimzon Guards up here and grind over three more support cables. Keep moving onwards, grinding across one decently long rail, and you’ll find yourself back at that first platform with all the ammo. To the right of the rail you just came across is a series of ramps that will lead up to your next set of cables. At the top of the ramps is a sole KG, some ammo, and two rails that weave around the tower in the middle. Grind the right one first, taking out all three cables on the first rail and another three on the second. At this point, you should be standing on a platform with a rail connected to three support cables directly in front of you. Take them down, then head up the conveyor belts on the other side, picking up the ammo and health packs if you need them. From here, you should have nine cables left to break, and they’re all at your fingertips. To the left of the conveyor belt is a rail leading back down to the previous platform. It has three cables connected to it. In front of you is a bar with another three cables on it. Ahead of that is one last curvy rail that has the final three ropes chained to it. Take them down in whatever order pleases you most, then return to Haven City. If your like me, you’ll be tired of seeing all those yellow icons all over the map, so you’ll decide to take on Krew’s latest mission. == DESTROY CARGO IN PORT ====================== In this mission, you have to take your Jet-Board out into the waters of the port and destroy 15 floating objects in just over two minutes. Each floating object will shatter upon impact, but they all have red mines circling around them. Hit one of these and it’ll cause some big damage, not to mention waste your valuable time. If you do happen to hit a mine, I recommend hopping off of the Jet-Board and diving into the water until the blasts have stopped. The best way I’ve found to go about completing this mission is to start with the one that is farthest away from all the others and slowly work your way in, using your map to ensure that you don’t miss a mine. Once you finish this mission, ignore your other choices and head for Krew’s place. His jobs are usually pretty fun, eh? Anyway, Krew wants you to help out his buddy Brutter, so you get to go save some Lurkers. Lurkers!? Weren’t they those guys we killed mercilessly in the first J&D? Meh, I suppose it’s worth it to help out if we get a gun upgrade for it. == RESCUE LURKERS FOR BRUTTER ================= This mission is one of the easier ones in the entire game. What you need to do is this: find one of the three caged vehicles (yellow dots on your map) and pepper it with fire from a gun of your choice. When it busts up and the Lurker jumps out, lower yourself so it can hop on and deliver him to the new icon on your map before the Krimzon Guard makes mincemeat of him. Do the same for the other two. When your task is completed, go talk to Krew. He’ll send you back down into the sewers to retrieve some Ruby Key. The sewer sucks... == DRAIN SEWERS TO FIND STATUE ================ After riding the elevator down, head due north and hit the glowing switch on the ground to light the place up. Head down the corridor to the right and you’ll come to a pool filled with some nasty-looking water with lizard dudes swimming around in it. Ewww... No matter how icky that stuff may look, you’ve got to jump in (or Jet-Board over) to the ramp on the right. At first, you can traverse the path on foot, but it’ll soon get too steep and you’ll need to use your Jet-Board to reach the end of this tunnel. At the end of the tunnel is a pool of water with a small platform on the other side. Make your way over there and hit the switch to lower the water level, creating a new path for you to take. Since the statue is still completely flooded, you have to go through the only other path there is. Now, I’m not sure if you HAVE to use your Jet-Board to get past this area, but I like to because it makes it way more fun. At any rate, you need to make your way down a series of narrow tunnels filled with floating mines (not cool) and spinning toothbrushes of doom (even less cool)! Okay, so I really don’t know what those spinning things are, but they hurt if you crash into one! In any event, the passageway eventually leads to another switch, which you should hit with all your might. This will lower the water level a second time, allowing you to return the way you came (avoiding new obstacles). When you arrive back at the big open room between the two tunnels, you can find a new passage that will lead to your goal. So what stands between you and your goal? Another passageway filled with treacherous obstacles! Duh, what else? In addition to more mines, there are also more spinning drill-things, and some really big hazards that you need to use a ramp to launch over. Fortunately, one last switch lies at the end of this tunnel. Hit it and return to that big room again. You should be able to find a small tunnel that leads to the statue, which is now entirely dry. Nice job! Now kick back and watch a hilarious scene. Hmm... What’s that? It’s already over? THEN GET YOUR LAZY BUTT BACK TO WORK! You'll find the sewer exit up the stairs to your right. Go back to Krew’s place. En route, Brutter should call you up and tell you about something shiny in the water slums area. Go check it out now, if you want, but I won’t cover that mission for a while yet. Anyway, Sig (not Krew) will send you down to Haven Forest to shoot down some camouflaged Metal Heads. == HUNT HAVEN FOREST METAL HEADS ============== When you get to the forest, you’ll be happy to know that there are a grand total of 30 Metal Heads you need to take out. Meh, it may seem like a lot, but they go down ridiculously easily. Basically, you just need to find each MH and take them out. Their camouflage doesn’t work all that well, either, you can still see yellow outlines all over them! Even the tougher guys you’ll find on the other side of the forest don’t take much before they go down. Once you’ve finished with that, there are no more Krew missions left to do (for now), so head on down to the Water Slums and see what Brutter was rambling on about earlier. == CHECK THE WATER SLUMS ====================== Getting the object that Brutter spoke of is as effortless as getting to the icon and stepping into the pillar of light. Getting out, however, is not so simple. It seems the Krimzon Guard think whatever that thing is is pretty, so they decide to kill you and take it. Escaping this more-than-sticky situation is one of this game’s most difficult areas, mainly because there’s no tried and true strategy. For one thing, stay out of the water, as it means instant death (some Jak-killing apparatus will appear and do what its name suggests it will). The best way to get through this is to whip out your Vulcan Fury and mow down anyone that comes anywhere near you, slowly progressing towards the icon displayed on your map. Oh, and keep your distance from the red dropships, as their gunfire is unforgiving. Other than that, there isn’t much that I can say, so I’ll be a pal and shut up. .-------------. | READER TIPS! \____________________________________________________________ | ============ | | Lyn Hatler sez: "...during the second seal piece grab in the water slums, | | the best way I found to escape the hordes of KG was to hop on the jet | | board and try to avoid getting hit. I had to do it several times to get | | the feel of where I was going, but in the end it was much more effective | | than shooting everything in sight, since they are shooting back at you | | and you aren't moving very fast." | | | | Anonymous sez: "When I turned into Dark Jak and did a Dark Bomb from the | | walkway into the water, the security laser thing died. Then I just | | hoverboarded over the water to the green dot, climbed up mowed down about | | 5 guards and the goal was done." | | | | George sez: "First you go to the second left path and then when you see | | the red ship/car/thing aiming its laser at you, you just keep pressing | | Square and X so you'll charge forward and jump up so the aim won't hit | | you! | |___________________________________________________________________________| At this point, you should have two missions available: one at the bazaar and one from Vin. Check out the bazaar. When you arrive, you’ll find Ashelin waiting around, all confident-like. Before long, some Metal Heads appear as if from nowhere and launch an attack. It’s up to you and Ashy to stop them! == INTERCEPT TANKER =========================== There's not a whole lot to say about this here mission - just go hog-wild on the Metal Heads with your Vulcan. An easy victory. After this mission, you’ll be able to go and talk to the race mechanic again, but Vin’s been waiting awhile for us to do his mission, so let’s go handle that first, shall we? Vin will give you some plasmite bombs to blow something up at the Strip Mine, but Daxter (the stupid idiot) accidentally activates them, so you’ve got only two minutes to dispose of them! == BLOW UP STRIP MINE ECO WELLS =============== Just getting rid of the bombs won’t work here. No, you need to throw one into each of the six eco wells. What fun. As soon as you can, hop onto your Jet-Board and head to the far left corner of the area. Ride up the two conveyor belts and hop onto one of the blocks being carried across the chasm by the crane. The first well is straight back, up against the wall. Ride up the quarter pipe and Jak will toss it in. The next four are all easy to find, as they’re all in the main area. Two sit atop plateaus, while one is ground level, and another is directly to the left of the warp you used to enter this area. And where might the final eco well be, you ask ever so fervently? To get to it, you need to climb behind the eco well right next to where you start. Do this by going to the left of the well and climb through the rocks (dismount your Jet-Board while doing this). Once you’ve done that, turn to the right and make your way past the dangerous drill walls. Ahead is a large rift in the ground. Fortunately, there’s a platform that you can use to cross over it. The final well is off to the left. Head back through the teleporter and Kor will assign you a job. You need to go out to the Drill Platform and take down some eco-carrying ship. == DESTROY SHIP AT DRILL PLATFORM ============= First things first, hop into the automated turret to your left and it’ll start moving for you, so you need only worry about aiming. For this first part, just hold down R1 and aim in the general direction of the attacking foes - they’ll drop like flies! Before you can progress through the next gate, your turret will pause and you’ll have to shoot down 40 enemies. Easy stuff. When the gate finally opens, jump out of the turret, shoot down the ballerina-esque enemies that will attack, and get into the next turret. In addition to shooting down flying Metal Heads, you also get your first crack at the eco ship. Wait until it opens a section of itself up to fire at you, then pepper his guns with your own fire. Make sure you watch out for the attacking Metal Heads, though, don’t get too concentrated on the ship. After a bit, the turret will move on and you’ll have to get out. Just follow the only path there is and you’ll find still another turret. Hop in, of course, and get ready to take down that behemoth of a ship! Just apply whatever worked for you the first time against the ship and it’ll work again. When it takes enough damage, the ship will blow into smithereens and you’ll be taken to a warp gate. Nice work! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5F - Becoming the Race Champion =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Find the race mechanic at her garage for your next mission. Not only will you find out that the mechanic is Keira, but you’ll also get to partake in your first zoomer race: the Class Three Race. == WIN CLASS 3 RACE AT STADIUM ================ First of all, head for the checkered flag icon now displayed on your map and hop onto the tricked-out zoomer in the middle to commence the race. Although this is your first race, I find it to be the most difficult. All of the zoomer’s normal controls apply here, except the Circle button now functions as a turbo boost that works once you pick up one of the purple spheres strewn about the arena. Try to pick up the turbo spheres as often as possible, and use them on straightaways to maximize their usefulness. There is also one shortcut that can make this race drastically easier. When you come to the section of the course where you have to veer to the left to avoid falling into a pit, use a turbo and jump just before the pit and you can safely make it to the other side, saving you some precious time. Other than that, there isn’t a whole lot of advice one can give on this five lap race. Good luck! After the race, there will be only one mission that you can take up, so go and talk to Onin in the bazaar. As Samos/The Shadow and Pecker (hahaha) will tell you, you have to find the Temple of Mar. How to do this? Go to the Dig and look for another Seal Piece. == GET SEAL PIECE AT DIG ====================== When you arrive, ride the elevator down into the caverns and proceed forward, taking out all of the baby Metal Heads that pop out of the ground to impede your progress. Continue into the main area and follow the wooden structure, blasting through the two Metal Heads waiting for you. Once they’ve been properly disposed of, jump onto your Jet-Board and grind down the rail at the end of the structure. This will take you to the area where you’ll be spending all of your time. Okay, here’s the deal: to get to the Lurker Totem, you need to activate five switches hidden in this area. Doing so will raise a pedestal that will allow to progress. So where are the switches at? Keep reading, my friend. - The first switch is in a fairly conspicuous locale. After grinding the rail that leads to the second area, follow the pathway straight instead of taking a right and entering the opening. The switch is guarded by few Metal Heads, but they should be of no trouble to a warrior like yourself. - You can find the second switch not far from the first. Next to the first switch is a wooden platform. Climb atop it and look directly forward. You should see a platform off in the distance with a sniper Metal Head on it. Take down the sniper and make your way over there to activate the second switch! - This next switch can be a bit hard to find. From the second switch, turn around and follow the series of platforms, crossing the first rotating bridge on your left. Up ahead are some Metal Heads, but you don’t need to bother with them just yet. Instead, drop down to the ground below you and clear the area of any little Metal Heads that may be waiting to prey on you. Once that's done with, you can hit the switch underneath the wooden platform. - The fourth switch can be a little tricky. Climb back up to the platform above switch #3 and make your way onto the platforms ahead and to the right. At the end of them is a series of four metal crates (with a Precursor Orb floating directly above them). The switch is concealed in a cave behind them, but you need to lower them a bit before you can access it. Use Jak’s dive attack to lower the crates, but be sure to lower each crate, otherwise one will fall into the lava below. Just one more to go! - The final switch is hidden within a small cabin on the other side of the cavern. Make your way up past where you fought the three Metal Heads and jump down to ground level once you reach the tall wooden structure that serves as a way to cross to the other side (using a balloon). Jump down from there and the switch is all yours! After you’ve activated all five switches, you can climb to the apex of the aforementioned tower and hop onto the pole swinging from the hot air balloon to cross to the other side. Over here, you’ll be greeted by a legion of swarming Metal Heads. I like to use the Blaster Weapon here, though either of your other two weapons would work fine, as well. Once the area is cleared, you can make your way up to the pedestal you’ve been raising all this time and climb to the above platform. More Metal Heads. Oh boy! Of course, a few well-aimed shots will take them down, so don’t get your knickers in a knot. Use the stone sticking out of the lava to cross the fiery lake ahead, but move quickly because they’ll sink if you stand on them for too long. After you cross, make quick work of the MH that will emerge from the ground, then head up the ramp and take down a second MH. After collecting the goods from the crates, use the swinging pole to launch yourself to the other side. Surprisingly enough, there are no MH’s over here. However, you will find some Dark Eco and a health pack to suppress your cravings for chaos. Pick that stuff up and wait for the pole-carrying balloon to come near enough for you to hitch a ride. Making the jump to the opposite ledge can be tricky, but I have no nifty little strategies to help you out with it. Sorry, that’d be my bad. When you somehow reach the other side, run through the dark cave and you’ll emerge in a large chamber filled with wooden platforms. Guess what? You get to climb them! Fun! Hop up to the first platform, being wary not to be thrown off by the rotating bridge. Use one the spinning wheel’s stages to reach the other side, the do the same ahead to reach a higher platform. After disposing of the sniper up here, carefully make your way up the ramp, avoiding any spiked balls that may be tossed your way. Cautiously make your way past to the left and you?ll finally come across the totem. Good work! Return the city and go find Torn. He’ll send you off to blow up some Hellcat cruisers, powerful battle-equipped zoomers roaming the streets. == DESTROY 5 HELLCAT CRUISERS ================= See the five yellow dots on your map? Those guys are your targets. Load up on the ammo outside Torn’s hideout, then find yourself a zoomer and hunt them down. I recommend unloaded on them with the Vulcan Fury weapon, as it will take them down the fastest. Since it’s inevitable that the Krimzon Guard will get pissed off one way or another, you’re probably going to take on a lot of damage. Hence, it’s a good idea to switch zoomers often enough to avoid taking the pain of having one blow up in your face. If you have trouble with the KG on your back, just lay low for a while until they forget about you, then move on to your next target. As long as you keep off the ground and avoid most enemy fire, you’ll do just fine. Finish the mission and you’ll open up a new job from Onin. Go see what it is. When you arrive, Pecker will tell you that you need to prove yourself to Onin. == BEAT ONIN GAME ============================= For some reason, a lot of people seem to think this mission is ridiculously difficult. I have no idea where they’re coming from; I beat it on my first try. Oh well. What happens is four different icons will flash on-screen, one for each of the four face buttons on the PS2 controller. When one pops up, quickly press the corresponding button and you’ll gain some points. Your goal? 400 points. If you miss 20 buttons, though, the jig is up and you have to restart. When Onin starts sending out multiple buttons at once, the best way to handle it is to press all of one button first before moving onto the other buttons. That said, there really isn’t a whole lot else I can say about this mission. Sorry for all of you who can’t do this for some unexplainable reason. Complete this easy mission and you’ll receive the third Seal Piece! After Pecker displays his talented singing abilities, you’ll be sent off to reveal Mar’s Tomb. .-------------. | READER TIPS! \____________________________________________________________ | ============ | | Marc Richardson sez: "All you have to do is pause the game. When things | | get tricky and Onin is tossing up six to eight symbols at a time simply | | pause the game, study the symbols and un pause the game to press the | | appropriate buttons. You can do this indefinitely and it makes it a lot | | easier. This may help some who were having trouble with this mission. | |___________________________________________________________________________| == USE ITEMS IN NO MAN'S CANYON =============== Head out to the icon on your map and use the Warp Gate to transfer out to the wilderness. Head forward and shoot the platform to your right, allowing you to cross over it. Take the elevator down and step into the pillar of light. Jak will open the door with the seal and you’ll be allowed to enter. Head on in and drop down the cliffs until you come to a large chasm. Hop onto your Jet-Board and grind across the structure that leads across. After that, head forward and take a left. Follow the only path there is and you’ll come initiate a cutscene where some important stuff happens. Cool beans! Once your task is complete, find the exit to this area (return to the previous area and take a left). Once you’re back in the city, head for the skull icon. When you arrive, you’ll witness an awesome cutscene. Once it’s finished, you get to enjoy some of the better missions in all of the game. == PASS THE FIRST TEST OF MANHOOD ============= As you first enter this huge dungeon, head down the stairs and get a glimpse at the main room. The door at the end of the hall is closed off for now and the two side pathways lead to the Tests of Manhood. Head to the left first. When the door opens, you’ll spot some creepy-looking spiders just ahead. Blast through them and head to the left. You’ll find yourself looking at a HUGE chamber filled with narrow ledges, retracting spikes, and Dark Eco. Oh joy. First, wait until the spikes on the platform ahead have retracted, then quickly cross up to the next platform. Continue doing this until you reach the safe platform at the top. From there, use the pole sticking out of the wall to your right to launch up to the higher ledge past it, where you get to shoot down some unfriendly spiders. Ahead, wait until the pole lowers itself enough for you to grab hold of it, then swing over to the retracting block once it comes out. Wait for the next pole to come close, then jump onto it and swing across to the next ledge. Over here, you can step onto the different colored area and ride down to a ledge below, where you need to hit the switch on the ground. Doing this will raise the pillars in the middle of the Dark Eco. The spikes have stopped, but the pillars will now move from side-to-side, making the jumps a bit tricky. Nonetheless, you need to cross them so you can make it to the platform on the far side of the chamber. Once you’ve reach this area, it’s time for some more pole-swinging fun! Wait for them to lower to your level, then carefully cross the chasm using them. Follow the ledge and grab hold of the next pole when it comes your way, then cautiously swing to the next pole, and then to the ledge on the opposite side. Hit the switch on this next ledge and you’ll raise the entire floor so that the Dark Eco is nigh gone. Ride the adjacent elevator down and hop across to the safe ground. From here, head down the large steps and take down the group of spider pals that reside at the bottom. After they’ve been taken care of, approach the giant sphere impeding your path ahead. Both Jak and Dax agree that large balls blocking their path aren’t cool, so Dax tries to get it moving. Of course, things don’t work out so well and it starts rolling downhill, following directly behind Daxter! Guess what? You actually get to control Daxter here! Sweet! He actually controls pretty similarly to Jak, what with his spin attack and double-jumping abilities. Basically, all you have to do is make sure you stay on the path and jump across a bottomless pit here or there. Nothing too difficult... ... Until the ball turns into an immense spider! That’s NOT cool! Things get a little tougher at this point, since you’ll have to dispatch of some mini-spiders that will block your progress. Also, the jumps get a bit more difficult, as well. At the end of the path, you’ll have to bounce up some very strong spider webs in order to reach the top. Eventually, you’ll pass through some doors and you’ll return to Jak’s perspective. Head through the opening ahead and use the pedestals to access the ledges found to your left. From here, it’s more pole-swinging action until you reach the top, where a switch rests. Hit it and you’ll trigger some blue light to appear. Nifty! == PASS THE SECOND TEST OF MANHOOD ============ From this precipice, you can ride the platform just before you down the water level. This time you want to head through the right door. After making your way past some simple platform-jumping, you’ll enter a room where your weapons are banished. A ton of little bugs will fall onto their backs, then turn over and start swarming. When they’re on their backs, you want to look for the three that have red symbols on their tummies. Those are the ones you want to hit, as the others will explode and cause big damage to you. Pass through the open door ahead and wait for the electricity to stop flowing below you, then dive into the water, wait a second or two, then submerge by holding the Circle button. Whilst underwater, you’ll want to wait for the electricity to stop, then quickly jump out and climb up to the ledge on the opposite side of the passageway. After disposing of some spiders over here, you’ll come across another electricity pool. Get past it the same way you did the other one. Enter into the next room and hit the switch on the floor. This will cause some colored panels to appear, allowing you to cross the chasm. However, only step on the highlighted panels; otherwise you’ll take some unnecessary damage. Hit the switch on the platforms opposite the one you entered and you’ll be able to head for the exit. Shoot your way past three more cute, cuddly spider buddies and you’ll come across a third electricity pool. You know what to do. Hit the floor switch in the next room and some more insects will fall from the ceiling. Again, look for the ones with red symbols on their stomachs and target only them. When the door opens, you get to cross yet another electricity pool. On the other side of it is another room where you have to hit the switches to make colored panels rise from the seemingly-bottomless pit. As with before, be sure to only step on the highlighted panels. When the door ahead opens up, you’ll be greeted by another electricity pool. Make your way to the other side and hop up onto the pillar sticking out of the water. Wait here for the electricity to die down again, then head for the ledge at the end. Shoot down some annoying spiders and you’ll enter an interesting room filled with different objects on the ground. Hit each one and listen to the sound it makes. Two objects make the same sound, so you have to hit each one in succession. If you’ve got good memory skills, this shouldn’t be any problem. Otherwise it all comes down to luck. Lower each of the objects into the ground and the door on the left side of the room will open up, allowing you to hit another switch and open the huge door in the main room. Nice work, you’ve passed the two Tests of Manhood! Hop onto the platform just before you and ride down to the main room. From here, you can finally enter the heart of the tomb via the newly-opened door. After being reunited with Dax, Baron Praxis will show up to cause some trouble. Boss time! == DEFEAT THE BARON IN MAR'S TOMB ============= As the battle commences, Praxis will launch some little robot drones your way. Take them down with your Blaster, and he’ll send out some bombs. Use your spin-kick move to knock them back at him and he’ll take some heavy damage. Once your lower his health to two-thirds, he’ll begin a new routine. After sending some robots your way, he’ll fly around in front of you and go crazy with his machineguns. Hide behind one of the pillars at the edge of the ledge you’re standing on and it will protect you as long as it is still intact. After doing this a few times, he’ll return to the stone and continue on with the robot/bomb launch thing. Nothing else will change until you deplete two-thirds of his energy gauge. At this point, Praxis will finally grab hold of the Precursor Stone and use its power to blast holes in the ledge you’re standing on. He’ll also drop some more bombs, which you should knock back at him. Be wary of his machinegun attacks (you can simply hop over his shots) and you should do fine. *NOTE* In addition to the regular red-colored Krimzon Guards roaming the city, there will now be yellow guys too. They remind me of Master Chief from Halo, and are a lot more difficult to take down than the usual guys. After you defeat him, you get to exit the tomb, and then go talk to Torn. He sends you into the Fortress to save your friends, who were taken captive after you went into the catacombs of Mar’s Tomb. == RESCUE FRIENDS IN FORTRESS ================= When you first enter, the area to your left will be completely sealed off, so grab all the ammo you need and head for the exit at the back of the room. If you want, you can listen to the guards ahead talk about you. Turn the corner and you’ll enter a passageway filled with Krimzon Guards. Whip out your Vulcan and don’t stop shooting until there isn’t a thing left moving. Your path in the room ahead is blocked by an electricity field, so you need to activate the red floor switches in the previous area to shut it down. There are switches on each of the side pillars where the yellow soldiers were perched, and the final switch is just in front of the electro field. The area ahead is packed with automated machinegun turrets. Fortunately, you can see their infrared beams, so you know how to avoid being shot at. There’s some health over to the right of the room, but your goal is to cross on the left side. Hop to the platform on the left side of the room and, keeping away from the red laser beams, hop onto the three turrets ahead, using them as platforms to reach the area ahead. This next area is a half-pipe of sorts. You just need to go inside, watching out for the energy beams, and enter the passage on the right. This next part can be very tricky, so be really careful when you do it. Wait for the two infrared beams to cross each other, then hop onto your Jet-Board and quickly grind across the railing running over the gulch to reach the other side. Pick up the ammo and Dark Eco in front of you, then continue onwards to the left. Guards will open fire on you from above, but you have no way of defending yourself from their onslaught at this point in time. Just roll by and they shouldn’t hit you. Head up the ramp and you’ll spot a band of guards aiming at you, take them down quickly, then cautiously proceed to the right. In addition to a pair of turrets, there will also be two airborne guards, who you should shoot down first. Once they’ve been properly disposed of, you can pass by the turrets by simply hopping over their beams. Head through the door in front of you and some mini-robots will appear. Blast through them and head for the door to your right. Remember this place? You should. Head for the cells on the other side of the room and Jak will free all of his pals. You’ll emerge at Vin’s place with three possible missions to partake in: one from Torn, one from Keira, and one from Krew. Let’s go talk to Keira first, shall we? == WIN CLASS 2 RACE AT STADIUM ================ Since Jak took off before the mission, you get to race as Daxter! Hahaha! Good stuff! Anyway, this track is a bit more complicated than the first, but it’s still a pretty easy race. There is also a shortcut very similar to the one in the first race. When you come to the area where you have to turn left to avoid falling off the edge, just boost and jump and you can easily make it across, giving you a nice advantage over your adversaries. Jak will return after the race and congratulate Dax. Go talk to Krew and he’ll you down to the sewers to escort some of his punks around, but not before Sig can warn you that Krew isn’t trustworthy. == ESCORT MEN THROUGH SEWERS ================== This mission is, in my opinion, one of the best in the entire game. Why? Meh, who knows? It’s just fun! Anyway, you’ll find the gang waiting for you when you take the elevator down. Follow them to the end of the hall and ride the left down below. Head down the hallway and you’ll encounter a Metal Head to your left. Take it down before Krew’s guys pee their pants. A few more resides in the room just ahead, so take them out or your buddies won’t go inside. After your three pals enter the room, a bunch of MH’s will start to climb down the walls. Take them out as fast as possible and make sure they don’t get anywhere near your escorts, as they only have limited defensive skills. When you’ve taken them all out, one of the punks will step out and blow away the garbage blocking your path onwards. Take cover with the other two to avoid being hit by any flying debris. Once the path is clear, you can head forward and take down the Metal Heads that lurk ahead. Do it quickly, though, because some MH’s will also appear from behind you. When the area is cleared, you can head up to the top and ride the lift down to the ground level. In the area ahead, I like to hop onto my Jet-Board and ride to the first dry area to take down the two MH’s that will appear, then hustle back and help out the straggler with the two that attack him. The path forward is blocked by Metal Heads using their "beams of death". Since your buddies are much too scared to go on, you need to go in solo and take down the MH’s. Just jump over the beams and start shooting once you get in range. After the first group goes down, though, a second will appear to your left. Apply the same tactics and shoot them down quickly, then rejoin your buddies. Keep up with Krew’s guys and you’ll have to stop to blow open another blocked-off passage. Unfortunately, the explosion pisses off a legion of Metal Heads, so they decide to come and kill you! Whip out your Vulcan and keep shooting, making sure nothing gets behind you to attack your pals. If you run out of ammo, use either Dark Jak or your Scatter Gun, as the Blaster Weapon won't be very useful against so many foes all at once. When the area is finally cleared, head into the tunnel you just blew open and you’ll come to the statue. Congrats on a job well done! On your way out, Krew will contact you and tell you about a gun upgrade stashed in the port. Go find it. == FIND THE PEACE MAKER ======================= This is probably the easiest mission in the entire game. Just head for the icon on your map and the Peace Maker is all yours! Go back to Torn’s place and you’ll be sent out to destroy three Krimzon Blast Bots, armored bombs that are targeting the Underground hideout. == PROTECT HIDEOUT FROM BOMBOTS =============== Your first target should be one of the two that will attack from the left side of your map, as those two will reach the hideout sooner. Get nearby it (on foot) and start unloading with your Vulcan. If you stand close enough, it won’t be able to target you with its laser attacks. Just make sure you back off once it starts beeping - that means it’s about to blow. The second one is right behind the first one, so taking those two out quickly should be no problem. Once they’ve both been taken care of, hop into a zoomer and race towards the final one. Apply the same tactics from before and this mission will be over before you know it. After the mission ends, you get to go and talk to Krew again. He’ll tell you to throw the Class One Race and let Erol win. Why would he ask such a thing of you? Because he bet against you, of course! When Jak refuses, Erol himself shows up and challenges you to a race around the city. == BEAT EROL IN RACE CHALLENGE ================ This race is actually pretty difficult, but there really aren’t any good strategies that I can give you. Take the sharp turns easy so that you don’t go crashing into a wall. Also, make sure that you hit every ring, miss even one and the race is over. The race will probably take you several tries because it can take a while to get a feel for the location of each ring. Just make sure you peek at your map every so often to ensure that you’re on the right course and you’ll eventually win. Good luck! After the race, a mission from Vin will open up, so go and see him (ignore the mission Samos will tell you about for now). He’ll send you to the Strip Mine to destroy some new Metal Head Eggs. == DESTROY EGGS IN STRIP MINE ================= When you first arrive, hop onto your Jet-Board and head straight forward, taking the ramp in the pool of Dark Eco up and to the right. Follow the only path there is, avoiding the obstacles and making some tricky jumps as you go. Continue past one of the Eco Wells you blew up in an earlier mission and use the rail ahead to cross the huge gorge. Make your way past the chainsaws and grind the next rail, jumping at the end to avoid falling to an untimely death. Use the conveyor belt to the left to reach the higher path, then keep going until you reach a railing. Jump over and grind it across. Make your way through the halfpipe to the right and make your way down the next path, hopping onto the platform that is moving back and forth. From there, grind one of the rails over, then do the same with the rails on the other side. Dodge past the chainsaw and drills, then wait for the moving platform ahead to come to one side, then grind across and hop on. Ride the conveyor belts on the other side up, then cross over the two moving platforms ahead. Follow the path around and you’ll come to a platform overlooking the crate you’re supposed to jump onto. Ride your Jet-Board over and hop onto the crate, which will cause it to fall and destroy the Metal Head Eggs! Nice work! Remember that mission Samos told you about in Dead Town? Time to go do it. == GET LIFE SEED IN DEAD TOWN ================= As you arrive, head forward and you should see a pillar of light to your left. Make your way over there and you’ll find the Titan Suit! This powerful mech can cause some serious damage! Break down the first two doors and take down the Metal Heads inside to see just what this thing is capable of. Break down the next door and you’ll find a heavy stone block inside. Grab it using R1 and push it straight ahead so that you can use it to climb atop the wall of the left side of the room. Make your way down the ruined corridor and smash the Metal Head before you take on too much damage. Bust through the door behind the MH and push the block you find inside against the wall on the left. Jump onto the wall and head forward to find two more Metal Heads. I recommend getting out of the Titan Suit (press triangle) and taking them down with the use of Jak’s gun so that the suit doesn’t receive excessive damage. Once this area is clear, you can use the block to the right of where you entered to climb onto the far wall. Again, use Jak’s gun to take out the foes from a distance. Follow the wall and you’ll come to a small area with a lone pillar standing tall. Knock it over and use it as a bridge. Lift the small block and toss it at the pillar on the other side. This will knock it over and create a new bridge. Bust through the wall ahead using the next block, then hop over the gap and head forward. Turn to the left and you’ll see one last pillar. Smash it and you?ll be able to enter Samos? hut. Now you get to bring the seed to Onin. When you show up, Onin will do something to the seed. After she’s finished, you get to take it to young Samos in Haven Forest. == PROTECT SAMOS IN HAVEN FOREST ============== You can find Samos chilling by the huge tree in the second section of the forest. When you hand over the Life Seed, some Krimzon Guards will show up and you’ll have to fend them off while Samos talks to the plants. Pretty much, soldiers will come from two areas: the stairs to the left and the stairs to the right. Equip your Vulcan and toast anyone who makes it to the top of the stairs. There will also be some flying soldiers that will hover in between the stairs. Be sure to take those guys out quickly, as they’re more potent than the normal guys. Make sure you don’t stray too far from Samos? side, as well, so that guards from one side don’t lure you over to them while enemies from the other side attack. As long as you’re stocked up on Vulcan Fury ammo, this mission shouldn’t provide too much of a challenge. At this point, there will be two missions you can do. Go do Brutter’s first. When you show up at his stand, he’ll ask to save six of his Lurker pals. == RESCUE LURKERS FOR BRUTTER ================= This mission is strikingly similar to the first Brutter mission. What you need to do is head for each of the six yellow map icons, take down the cage ships, and shuttle the Lurker contained in each to a safe zone that will appear once you pick one up. Easy stuff, just make sure you change zoomers often enough that Krimzon Guard fire doesn’t kill you. When that mission is over, go talk to Kor at Vin’s place. He sends you out to the Drill Platform to destroy the control tower. == DESTROY DRILL PLATFORM TOWER =============== After going through the warp gate, head behind the gate and hop into the Titan Suit. Smash through the door and ride the elevator on down. Enter the next room and carefully make your way across the narrow bridge, leaping over the blue blasts of energy. Break down the next door and you’ll come into another room. Ignore the platforms to the left for now and cross the bridge to the other side. Stand on the differently-colored part of the floor and exit the Titan Suit, leaving it on the strange-colored panel. As Jak, head back to the entrance to this room and quickly cross the platforms on the left, taking caution that they will fall if you stand on them for too long. Hop up to the ledge above the second platform and climb up. Shoot through the two Metal Heads up here, then hit the pulsing red switch the bring up that different colored panel, along with your Titan Suit. Jump back into the mech and smash down the door ahead. Go on in and jump across the platforms to your right, moving as quickly as possible so that you don’t fall off when they drop. Head forward and wait until the fire on the catwalk ahead dies down, then swiftly move across and jump to the far platform. Again, wait for the flames to die, then cross. You’ll probably take a bit of damage here, but that’s alright. The next area is comprised of a series of narrow ledges that you need to cross. Of course, there are a few Metal Heads lurking over yonder, so hop out of the suit and shoot down the MH’s. After you dispose of them, shoot the flashing red switch to raise a platform that you can use to cross the big gap (you should be back in your Titan Suit now, by the way). The second gap is much smaller, so you can easily cross it with a normal jump. The third gap is just like the first one; shoot the switch on the other side and cross. Make your way past the flaming floor area in the next area, then continue forwards. Step onto the platform on the left and start moving. Wait for the blue energy beams to stop, then leap over the gaps to avoid taking any unnecessary damage. Getting through the next room unscathed can be pretty difficult, so let’s hope you’ve got at least half of your energy gauge. Wait for the flames to stop, then hurry over to the first platform on your left (forget about the one on the right). Stand there for a second or two, then jump onto the fiery path briefly enough so that you can leap over to the next platform on the left. The fire should’ve stopped by that point, so you can safely cross to the other side. Enter the door on the left and ride the elevator up to the control room. In the two rooms, there are five Metal Heads which you should take out before bothering with the controls. Once they’re out of the way, though, you’re free to go to town on all 10 panels, which are all right in this area. Of course, once you destroy all 10 the alarms will go off and you’ll have a minute and a half to get back to safety. The Titan Suit will shut down, so it’s just Jak that has to escape. Just retrace your steps from before and don’t waste any time and you’ll get out with little trouble. Go talk to Keira to get a chance to participate in the final stadium race! You’ll also learn that you need two artifacts to power up Keira’s machine. We’ll take care of those AFTER the race. == WIN CLASS 1 RACE IN STADIUM ================ Although this is the highest caliber race, it really isn’t all that difficult, mainly due to two useful shortcuts. One is directly to the right of the starting line, taking that will nab you a few seconds over your opponents. The second shortcut is closer to the end of each lap. When you emerge from the tunnel, it will be there directly to your right. If you’ve got a decent amount of skill and use the two shortcuts, this race should be over quickly. After you win the race, you’ll finally get to explore the Baron’s Palace. == EXPLORE PALACE ============================= Make your way to the Baron’s palatial residence and ride the elevator to your left up. Head forward and go through the massive door on the left. Ashelin will show up and she’ll send you to a weapon’s factory near the Dig. Since the door you came in through is now closed, you have to head through the small door on the right. Just keep going and you’ll come to an opening, with Krimzon Guards swarming above you. Use the poles directly in front of you to swing up to the platform ahead, then hop across the very flimsy panels up to the main platform, where you should take down all the guards. Move on, crossing over some more flimsy panels and avoiding the rapid fire of the automated turret to your right. Make your way forward and watch out for the myriad Krimzon Guards that lurk ahead. Take them out with a spray of bullets from your Vulcan. Climb up to where they were perched and you’ll reach what at first seems to be a dead-end. Not so, however. Break the pane of glass on the left and use your Jet-Board to grind over to the far platform. Once you’re back on safe ground, head forward and cross another series of unstable platforms protruding from the left wall. Drop down into the room below and take cover from the hail of bullets coming from the turret in the hall. If you put your gun away and crawl, the shots won’t be able to hit you, so you can escape in safety. The elevator you used to come in on isn’t functional anymore. How convenient. Instead, go to the right of the elevator and use your Jet-Board to grind across some pipes suspended over a large gap. Whip your gun back out and traverse the platforms ahead, shooting like a madman to take down the soldiers blocking your progress. When you reach the top, be sure to utilize your Blaster Weapon’s range and pick off the soldiers on the other side. Once the area is clear, you can target the circular thing hanging above. Shoot it down and you can grind across it to access the other side. Take the stairs down and another machinegun turret will be firing like crazy. Find a way past it (crawl under it, jump over it, whatever floats your boat) and shoot down the enemies on the opposite side. There’s also some health if you need it, so don’t run by like some sort of hooligan and die three seconds later because you were too stupid to grab the health pack. Continue onwards and take out some soldiers on the far side of the area, then cross the series of rickety panels. Make a few more easy jumps and the elevator out is yours to ride! As Ashelin told you earlier, you need to go find Praxis and Krew at the weapons factory. Head for the icon and ride over in the red hovercraft. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5G - The Final Showdown =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= == GET HEART OF MAR IN WEAPONS LAB ============ When you arrive, head for the pillar of light ahead instead of going inside like usual. Head inside the factory and ride the elevator down. Grab the ammo on the right, equip your Vulcan, and step into the next room, which is crawling with Krimzon Guards. Make mincemeat out of them, then deactivate the energy field impeding your progress by hitting the red switch to the right of the conveyor belt you came in on. Enter the next room and take out some more guards with whatever weapon pleases you. Move onwards and you’ll come to a conveyor belt. Start up it, then shoot the red target-looking thing to the right to change the direction of the belt, making it easier to reach the top. At the top, you’ll find some soldiers, health, and Dark Eco. You know what to do with it all. Climb up to the ledge on the left and use your Blaster to pick off as many enemies on the other platforms as you can. Drop down to the left when you’re done and watch the structure ahead. It will drop a series of reddish balls that will roll around like, well, balls. Shoot them and make sure they don’t hit you. .-------------. | READER TIPS! \____________________________________________________________ | ============ | | Lyn Hatler sez: "... in the Weapons Lab (just before Jak battles Krew), I | | noticed that I could hop on top of the dark eco barrels and shoot the red | | balls to my heart's content without sustaining any damage. I had to run | | into the middle of the room a couple of times until all of the red balls | | were released, but it saved my butt." | |___________________________________________________________________________| When they’ve all been taken care of, a bridge will appear, allowing you to cross over the molten lava below. Do so and hit the screw on the opposite platform with a spin kick. This will cause the bridge to move back to it’s original position so that you can head over to the next area. Pick up the health and Dark Eco on the left, then ride the elevator to your right up and shoot down the two soldiers residing up here. Proceed to the end of the ledge and hop onto the conveyor belt. Hop over the rotating blades of doom when they start moving your way and jump over to the belt below when you reach the edge. You can ride up to the top and grab a Precursor Orb, but what you really want to do is make your way to the bottom and shoot the green panels on the wall. What’s this do? It creates two platforms that you can use to climb atop the far ledge. Head to the right, picking up the ammo as you go, and jump onto yet another belt. Shoot another green panel at the end of it and use that to make it to the next room. Take out the four Krimzon Guards in here, then take your time and carefully explore to area to find another Precursor Orb. When you’re ready, head up the conveyor belt on the right side of the room and jump across to the next platform. Make your way across a series of conveyor belts and you’ll eventually come to a ledge with another of those red ball dispensing machines. As with before, avoid the balls like the plague and take them out ASAP. When the area is cleared, the electricity field that was previously blocking off a red switch will shut down. Hit the switch and head up the conveyor belt on the other side of the platform. Take out the soldiers on the platform opposite you, then try to pick off as many guys in the distance as possible. When you’re done, cross the bridge and take out the soldiers who were previously too far away to hit. Spin kick the red switch and cross the bridge. Rinse and repeat this until you reach the last platform. Bust through the metal grate here with a dive attack and proceed forward. At the bottom of the next conveyor belt are three red ball dispensers! Holy ball dispensers, Batman, that’s a lot! Just whip out your Vulcan and make sure nothing gets near you. When the area is cleared, the doors in the back will open up and you’ll be allowed to ride the elevator up. On the platform outside you’ll meet up with Krew. After some chitchat, it’ll boss time yet again! == BEAT KREW IN WEAPONS LAB =================== This battle begins with a plethora of yellow Krew copies swarming towards you. Use your Blaster to take out the singular ones and the Scatter Gun to blast the ones who group together. When they’ve all been destroyed, Krew will appear, so equip your Blaster and nail him with a continuous volley of fire so that he doesn’t have a chance to hit you. After he’s had enough, he’ll sick some more clones on you. The rest of the fight plays out like this: a round of copies, then Krew appears, another round of copies, then Krew appears, etc. Use your Scatter Gun on the clones and your Blaster on Krew. Hopefully this battle won’t pose too much of a problem. Good luck! When the battle’s over, head to Krew’s saloon and you get to play one of the whack-a-mole type games! Fun! == BEAT THE METAL HEAD MASH GAME ============== The game board is made up of two diamonds. The one on the left corresponds with the D-Pad, while the one on the right corresponds with the four face buttons. So, if a Metal Head pops up on the far left side of the left diamond, you’d press left on the D-Pad. Get it? I hope so. Anyway, there are three different things that will pop up from the holes: normal Metal Heads, gold Metal Heads, and red Metal Heads. The first two are perfectly fine to hit, but you need to avoid hitting the red MH’s like the plague. Get enough points and the Time Map will pop out! Nice! Listen to Vin whine for a while, then go find Sig at the Underport. == FIND SIG IN UNDER PORT ===================== After riding the elevator down, hop into the Titan Suit and wait for the room to fill up with water. Once the room is drowned, you can enter the door on the far side of the room. There are two things to take note of in the next room: mines, like the one on the left, are bad (stay away from them) and those pillars of light, like the one on the right, will refill your oxygen gauge. Use them whenever you see one. Bust through the door and head immediately for the air refiller up the stairs. Step into it, then drop down into the adjacent pit, staying away from the enemies swimming around above. Break down another door down here and make your way past the mines to another O2 refiller. When that’s done, race to the other side of the room and take out the swimming Metal Heads en route to the next refilling device. Head through the door directly in front of the refiller and take a left. Bust down another door and enter the next room. After replenishing your O2, you need to punch each of the platforms floating around down here, then hop onto the lift on the left side of the room. Use your newly-made platforms to cross over to the platform on the opposite side. Dive into the pool of water over here and break down yet another door. Quickly cross the narrow bridge, taking down any Metal Heads that attack and get to the O2 refiller on the other side. Make your way past the MH’s in the next room, then hop onto the lift and ride up. Jump over to the pillar ahead and it will rise a bit, giving you a better view for the next jump. Make it to the far ledge and use the O2 refiller, then proceed into the next room. Head to your left and the water will drain. Hop out of your Titan Suit and enter the next door. Roll jump over the large gap in the floor and you’ll meet up with Sig. == ESCORT SIG IN UNDER PORT =================== Follow Sig forward into the next room and you’ll find some blocks. Hit the first one to the left once, then forward a few times until in locks into place. The far block just needs to be hit forward a couple of times. The door will open, so enter it and that huge spider that was chasing Daxter in the Tomb of Mar will show up. Quickly follow Sig across a series of small jumps and the spider will plummet into the abyss below. Head forward and you’ll find another block puzzle. Punch it to the right three times, then jump over to the platform where Sig is standing and shoot it twice. Enter the doors that open and a whole army of Metal Heads will attack. Let Sig take care of them himself and concentrate on the block puzzle. Hit the left block up once, then to the left twice, then kick it forward a few times and to the left one final time to lock it in place. Hit the second block to the left once, forward three times, to the left again, forward twice more, and finally to the right. The door will open and the huge spider will emerge again. Like before, just follow Sig through the various obstacles (nothin’ you ain’t never seen before) and you’ll eventually make it through. After a cutscene, just follow the only path there is and ride the elevator up. Go find Keira at the stadium and Brutter will show up with a balloon. You get to stay aground and fend off the Metal Heads that will attack. == DEFEND STADIUM ============================= Instead of keeping on the lookout and firing at anything that moves, I recommend keeping your eyes on the map. Look for the red dots and take those guys out. That way, you can see the enemies coming from all directions, as opposed to what’s just in Jak’s field of vision. Also, I suggest using the Scatter Gun so that you can knock your foes back a little with each shot. You don’t have to go very far, though, so this mission is pretty easy. When the mission ends, you get to go check out the Construction Site. Just head for the map icon. When you arrive, you’ll meet up with Kor and discover the game’s biggest revelation. Of course, I’m far too cool to spoil such a thing, so I’ll just let you watch the cutscene in peace. == BREAK BARRIER AT NEXT ====================== This next mission really doesn’t require a whole lot of strategy - it’s just a lot of shooting and blatant path-following. As such, I won’t bother you with a repetitive series of sentences all telling you the same thing. I’ll just skip ahead to the next part... Alrighty then, the next mission - Attack the Metal Head Nest - is frighteningly similar to the last one. Again, no need to waste your time. If you made it all the way to the end of the game so far, you can do this without a walkthrough that says "shoot those guys then move ahead" over and over. Eventually you’ll come to the heart of the Metal Head Nest. Guess what that means? Time for the final boss! == DEFEAT METAL KOR AT NEST =================== When the battle begins, equip your Blaster Weapon and deliver a few shots to Kor’s face before concentrating on the baby Metal Heads that will hatch from the eggs strewn across the battlefield. This is pretty much how the initial portion of this battle will play out: shoot Kor a few times when you have the chance, then take out the Metal Heads all around the battlefield. Be sure to watch out for Kor’s laser attack, though, just rolling away will be enough to avoid it. When you deplete the first third of his health, he’ll start using dual laser attacks where he shoots two lasers at once. Just keep moving and you can dodge it. Also, flying Metal Heads will appear. Make sure you neutralize those guys before working on the little ones. Just keep chipping away at Kor’s health and he’ll eventually enter his final stage. When two-thirds of his health is gone, Kor will drop from the ceiling and stop sending out MH eggs. At this point, he’ll chase you in a circle around the pit in the center of the battlefield. Turn around and fire a shot his way every so often, but be careful not to let him get too close. He’ll now shoot three lasers in a row, but if you keep moving you can easily avoid them. He also has one new attack where he lets an arc of energy surround him before spreading out over the battlefield. Just hop over it and you’ll dodge the bullet here. With any luck, defeat Metal Kor won’t be too much trouble! Good luck! When he finally goes down, you can put down the controller with the satisfaction of being able to say that you’ve beaten Jak II. Congratulations and enjoy the ending! =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= VI ---------------------------------------------------------- SECRETS =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Dark Jak Powers =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= By collecting Metal Head Skull Gems and bringing them to the Oracle, who resides in a building near the entrance to the Pumping Station, and you'll receive several new abilities that Dark Jak can put to use. Nifty! Dark Bomb --------- Metal Head Skulls Required - 25 Button Sequence - X then Square Description - Jak jumps into the air and comes down creating a powerful explosion of purple energy around him. Dark Blast ---------- Metal Head Skulls Required - 200 Button Sequence - Square then X Description - Jak performs an uppercut and charges beams of electricity in a radius around him. Invincibility ------------- Metal Head Skulls Required - 200 Button Sequence - N/A Description - When you turn into Dark Jak, you become invincible and cannot take any damage. Dark Giant ---------- Metal Head Skulls Required - 100 (Available only after you beat the game) Button Sequence - N/A Description - When you transform into Dark Jak, you get big. Really big. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. Precursor Orb Rewards =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= o~~ Reward ~~~~~~~~~~~~~~o~~ Precursor Orbs Needed ~~o | Toggle Jak’s Goatee | 5 | | Mirror World | 15 | | Big Head Mode | 30 | | Small Head Mode | 45 | | Scrap Book | 55 | | Scene Player Act 1 | 65 | | Vulcan Fury Gun Course | 75 | | Scene Player Act 2 | 95 | | Peace Maker Gun Course | 105 | | Scene Player Act 3 | 125 | | Reverse Races | 135 | | Level Select | 145 | | Unlimited Ammo | 155 | | Unlimited Dark Jak | 165 | | Invulnerability | 175 | | Hero Mode | 200 | o~~~~~~~~~~~~~~~~~~~~~~~~o~~~~~~~~~~~~~~~~~~~~~~~~~~~o =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= VIII ------------------------------------------------------------ FAQ =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Frequently Asked Questions... Q: I'm stuck in the Tomb of Mar. What do I do when I have to kill all the bugs without any weapons? A: When the bugs fall, you need to look for the red marks on their stomachs. Those are the guys you need to attack - everything else will blow up and cause big damage. --- Q: How many Precursor Orbs are there? A: There are a grand total of 286 orbs hidden throughout the game. --- Q: What is Hero Mode? A: Pretty much, Hero Mode is the hard difficulty mode in this game. Fortunately, you get to start with a bit more than you would if you started a normal game. --- Q: What are those little yellow, triangle-shaped icons on my map? A: Those are the panels where Torn will give you secret missions, such as the ring challenges. --- Q: Okay, so I ran out of ammo and I can't find any more. What to do? A: Fortunately for you, the game implements this nifty little feature that makes ammo appear if you really suck. So what should you do? Deliberatly die over and over and some ammo should show up. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= IX ------------------------------------------------- REVISION HISTORY =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Care to take a gander at what can be found in this version of the FAQ? If so, this is the place to be! =============== CURRENT VERSION =============== Version 1.3 / March 13, 2005 Allowed and to host this FAQ. ============= PAST VERSIONS ============= Version 1.3 / February 6, 2005 Added in several new reader tips. Version 1.21 / August 18, 2004 Despite my original intentions to completely redo this guide, all I've done is update the format a bit, so that this matches my other FAQs. Version 1.2 / November 17, 2003 Just added in a few new strategies for some missions courtesy of Lyn Hatler! Version 1.1 / November 11, 2003 Okay, so I’ve found the worst mistake in the history of the world. Don’t worry - I fixed it. Also cleaned up some ugly problems that came up as a result of my computer going all wonky. I also added Giant Jak into the DJ Powers section. Version 1.0 / November 2, 2003 Sorry about the lack of updates for a few days, but I’ve been busy with SSX 3 and the new Castlevania. In any event, the walkthrough is now officially complete! Yay! I'll finish up whatever needs to be done as soon as I can. Version .55 / October 29, 2003 I’ve added some more missions to the walkthrough, although the Secrets and FAQ section haven’t been touched. Sorry for taking so long, but I just got SSX 3 and it’s been consuming far too much of my time. Version .4 / October 28, 2003 The walkthrough is now 40% complete, and I also added a few FAQs and some information to the Secrets section. Version .3 / October 27, 2004 The walkthrough is finished up through Onin's first mission. Look for some more updates soon! =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= X -------------------------------------------------- LEGAL DISCLAIMER =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= This document is copyright (c) 2003-2005 Chris Noonan (American Arsenal). It is not to be reproduced in any way, shape, or form. However, feel free to download it, print it out for personal use, or send it to your buddies, as long as you leave it unaltered and do not make a profit off of it. Doing so would be very illegal, so I suggest that you do nothing of the sort. One final note: this document should absolutely *NOT* be found on any websites with the exception of , , , and . Don't even bother asking for permission to use it, as the answer will always be no. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= XI ---------------------------------------------------------- CLOSING =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Though it makes me sadly sad to give you this news, its due time to bring this so-called guide of mine to a close! Before that, however, it's necessary to give props to the people who made this FAQ possible. --- CJayC Because he dedicates his life to upkeeping the best site in existence. If I was wearing a hat, I'd tip it to you. --- IGN.com / Neoseeker.com / Honestgamers.com / Gamerhelp.com For asking me before taking my FAQs. And also for hosting them after I said yes. --- Lyn Hatler, Marc Richardson, Stephanie, and George For contributing some sweet new strategies for a few missions. ======================================= T H A N K S F O R R E A D I N G ! ! ======================================= All-righty then, it's over! That's it! Done deal! Over and out! Bon voyage! See ya next time! ... (that's all) And be sure to check out all of my other FAQs: http://www.gamefaqs.com/features/recognition/39691.html "So, who or what do we have to shake down, knock out, or blow up?" - Jak _______________________________________________________________________________ Copyright (c) 2003-2005 Chris Noonan. All rights reserved.